#14949 posted by Scampie [72.12.65.92] on 2015/05/17 16:17:32
Your map will be sealed by 'shader not found' textures, as far as the compiler and Quake are concerned it usually will be a missing texture with no name... Basically the worst that will happen is you'll get some warnings in QBSP and in Quake about a missing texture, but the map will be sealed just fine.
You likely will want to clean that up some time. To do so in Radiant, in the texture browser, go to Tools, Find/Replace..., leave the Find section blank, click in the Replace section, and then click on some other texture in the browser. Click ok and you'll have replaced all those blank "shader not found" textures with an actual texture.
Your google search was correct, Q1 has no 'caulk'. I don't know why you'd have it in your .wad either, it would simply be a texture with no special features in Q1. Possibly the .wad was made by who normally did Q3 mapping and used some of the Radiant features that automatically placed caulk on unseen brush faces... which isn't really that helpful in Q1.
#14950 posted by gb [46.142.84.130] on 2015/05/17 22:17:47
Trying to map for Quake using q3bsp? In that case, caulk definitely does something.
A quake.wad would not be very useful in that case though.
 Guide
#14951 posted by dogman [74.213.234.186] on 2015/05/18 21:05:54
Is there a popular guide for new mappers, especially those who are new to quake?
I'd like to get started making mp maps. Last year I made a simple boxmap with trenchbroom and some compiling gui but cannot find the tutorial I used.
Also, what do other map or bsp formats offer? What I mean is, how good is ezquake :D?
#14952 posted by Spirit [92.196.102.208] on 2015/05/18 21:40:13
 Video Tut -
#14953 posted by FifthElephant [82.24.73.240] on 2015/05/18 22:04:26
#14954 posted by dogman [74.213.234.186] on 2015/05/19 01:19:50
Thanks guys, it was the qwiki guide I used before :o
http://i.imgur.com/3KCIlse.jpg?1
 Does This Tool Work For Anyone?
#14955 posted by momo [37.58.58.206] on 2015/05/19 22:30:18
http://www.celephais.net/board/view_thread.php?id=61098
I tried with latest java 32 and 64 bit, even ran from command line and it doesn't open for me.
#14956 posted by Lunaran [99.112.162.57] on 2015/05/20 17:09:41
We all read the same threads here, there's no reason to crosspost when there's only like ten active threads on the whole site.
#14957 posted by JneeraZ [174.109.106.46] on 2015/05/24 18:55:20
So I'm tired and maybe this is obvious ... is it possible to have a trigger_once that starts disabled (won't respond to player touches) and then has a way that I can turn it on later?
 Very Much So,
#14958 posted by FifthElephant [82.24.73.240] on 2015/05/24 19:04:54
Than had a really good tutorial on how to do complex and/if/or trigger system using nail shooters. No idea how to find it though.
 Warren
#14959 posted by mfx [78.52.106.55] on 2015/05/24 19:15:48
make that trigger_once a trigger_multiple targetting a shooter that that shoots a your trigger_once.
Put a func_wall in between, kill it when your trigger is needed.
#14960 posted by Lunaran [99.112.162.57] on 2015/05/24 19:19:08
or: include a progs.dat that actually does that, and skip all that nonsense
#14961 posted by negke [31.17.253.2] on 2015/05/24 19:32:12
It's more nonsense to include a progs.dat just for that feature if there are means and ways to achieve it within the standard code.
Most basic hack: info_notnull brush entity with a "use" "trigger_once" field and a targetname. Becomes a regular trigger when being targeted by any other entity.
 Tutorials On Triggering A Trigger_once
#14962 posted by Preach [62.30.150.129] on 2015/05/24 19:54:46
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/ is the negke way of doing it.
If you need to be able to turn the trigger on and off multiple times, you need https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/ plus the follow-up pingback in the comments.
#14963 posted by JneeraZ [174.109.106.46] on 2015/05/24 20:45:23
How does one get around the precache issue for trigger_once or trigger_multiple? The first link from preach uses "trigger_multiple" as the example but I can't get it work without crashing out due to precaching ... what am I missing?
 Did You Read The Article In Full?
#14964 posted by Preach [62.30.150.129] on 2015/05/24 22:00:02
The first example is a monster_ogre, to illustrate the limits of the technique. Make sure you're actually using a trigger_once classname instead. If you're still getting crashes and there's no trace of monster_ogre then can you say which model causes the error?
#14965 posted by JneeraZ [174.109.106.46] on 2015/05/24 23:09:06
Yep, it looks like it's something to do with trigger_multiple ...
https://dl.dropboxusercontent.com/u/161473/Misc/2015-05-24%2017_07_09-QuakeSpasm%200.90.0.jpg
I currently have a door entity targetting the info_notnull and when the door is activated, boom, it crashes.
I get the same crash using a trigger_once or triggering it from another actor other than the door.
It must be something simple but I don't see it yet...
#14966 posted by JneeraZ [174.109.106.46] on 2015/05/24 23:10:54
Aaaaand never mind! I had a...
"sounds" "3"
...key on the info_notnull for some reason. Deleting that makes everything work.
Thanks a lot for the help! Excuse the derp...
 Sounding Off
#14967 posted by Preach [62.30.150.129] on 2015/05/25 00:52:29
That's good, I did wonder if it was that, but I thought missing sounds were just a warning not a crash.
 Oh, Yeah
#14968 posted by Preach [62.30.150.129] on 2015/05/25 00:55:22
Actually reading the error, it's the other way round, trying to precache something late, rather than trying to use something without caching it first. For models, both are fatal but for sounds the latter can be survived. It is possible to get sounds indirectly - set the noise keys with the paths to the desired sounds. Of course, you need some other entity to do the caching for you or you get warnings and no sounds...
 Is There Really No Way To Group Brushes In Netradiant?
#14969 posted by momo [37.58.58.206] on 2015/05/25 01:27:55
There is no func_group. It's a huge pain working without this.
#14970 posted by Scampie [72.12.65.92] on 2015/05/25 02:15:12
the .map format doesn't have native support for groups, so you have to hack it with func_group and a compatible compiler if you want it.
you can add func_group to your entities.ent file (usually hidden in something like E:\GtkRadiant\ 1.5.0\q1.game\id1)
<group name="func_group" color="0 .5 .8">
Used in editor to group structural brushes. Added to worldspawn by QBSP. Not a real entity.
</group>
stick that in with the other brush entities (find some other entity like func_wall or something, and add it after it's </group> tag). then you can make func_group like any other brush entity in Radiant, and select all their parts with ctrl+alt+e
you'll want a qbsp version that supports it, otherwise it will be compiled into a brush entity that Quake won't recognize. I know ericw's latest tyrlight will have support
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0
 ...
#14971 posted by Scampie [72.12.65.92] on 2015/05/25 02:16:48
ericw's latest tyrutils I meant! been fussing over tylight too much lately... :D
#14972 posted by momo [37.58.58.206] on 2015/05/25 20:05:56
Thank you so much! It seems to be working fine with hmap2 and ezquake.
I'm curious though why Quake has to recognize it. Isn't it really just for convenience moving stuff around in the editor?
#14973 posted by ericw [199.126.128.107] on 2015/05/25 20:13:04
To the editor, a func_group is just an entity with brushes attached (like a door, button, etc.) These are normally treated specially by qbsp (compiled as a bmodel) and the engine (looks for qc code with the classname to set up the entity behaviour).
But since func_group is a special thing just for mapper convenience, qbsp has special code to merge it into the world, and the engine never sees it.
 Isn't There A White Fullbright In Quake Palette?
#14974 posted by momo [37.58.58.206] on 2015/06/18 19:04:05
When I use 254 as seen here http://www.celephais.net/board/view_thread.php?id=4&start=14949 texmex turns it brown like 255, and that's how it appears on the map.
#14975 posted by momo [37.58.58.206] on 2015/06/18 19:04:49
#14976 posted by metlslime [159.153.4.50] on 2015/06/18 21:57:21
254 should work. Is it broken in all engines or just some engines?
#14977 posted by metlslime [159.153.4.50] on 2015/06/18 21:58:02
oh wait, it sounds like it might be a texmex bug (if the error occurs inside texmex too)
#14978 posted by metlslime [159.153.4.50] on 2015/06/18 21:59:53
btw i didn't write the code in http://quakewiki.org/wiki/Quake_palette even though it claims I did. That's not now i write single-line comments :)
 My Favourite Part Of That Article...
#14979 posted by Preach [62.30.150.129] on 2015/06/18 22:20:33
...is how they managed to name all 16 rows without repeating the word "brown"
 LOL
#14980 posted by JPL [46.218.101.20] on 2015/06/19 13:38:46
 Get Q3map2 To Not Strip Lights?
#14981 posted by jjsullivan5196 [76.175.166.57] on 2015/06/20 09:49:20
Hey there, I've heard about the q3map2 option -keepLights that is supposed to stop the compiler from stripping out light entities. Though, it never seems to work for me whenever I try it, what's the most correct usage?
 IIRF
#14982 posted by PyroGXPilot [50.196.25.209] on 2015/06/21 04:40:23
That is a worldspawn switch
 RE: Pyro
#14983 posted by jjsullivan5196 [76.175.166.57] on 2015/06/21 05:28:54
So what should I do to use it? What process do I stick this thing on?
 Sunlight Color?
#14984 posted by adib [177.40.166.186] on 2015/06/22 05:25:42
What about worldspawn's "_sunlight_color" key? I'm using tyrutils v0.15 qbsp, vis and light, getting only bland white sunlight. It seems to ignore that key. I tried 64 192 255 and it's still white. I'm on Worldcraft 3.3, but that shouldn't matter. What am I'm missing?
 Console Output
#14985 posted by adib [177.40.166.186] on 2015/06/22 05:30:41
Sorry, I'm mapping for Quake 1. Here's light.exe output:
---- light / TyrUtils v0.15 ----
running with 4 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
4 entities read, 0 are lights.
0....1....2....3....4....5....6....7....8....9...
Lighting Completed.
lightdatasize: 1989
0 switchable light styles
Writing BSP version 29
0.0 seconds elapsed
The level shows sunlight, but it's always white, no matter how I set _sunlight_color
#14986 posted by ericw [199.126.128.107] on 2015/06/22 05:36:42
Make sure to copy the both the .lit and .bsp to your maps directory, if you're compiling in a different directory.
Does your engine have .lit support? Most do, except the original winquake/glquake.
 Sorry!!!
#14987 posted by adib [177.40.166.186] on 2015/06/22 05:41:40
Guys, think I pulled the trigger too soon. For some reason, when I ran light outside Worldcraft it worked. Sunlight is blue now. My bad.
 Gotcha, Ericw
#14988 posted by adib [177.133.254.143] on 2015/06/23 03:29:00
In order to eliminate unnecessary files, I was deleting the .lit
Gotta copy the .lit along with the .bsp
 _sunlight2 On Tyrutils V0.15 ?
#14989 posted by adib [177.133.254.143] on 2015/06/23 03:59:30
I noticed light.txt doc doesn't say anything about this key, but I see you talking about it sometimes.
Are you compiling your lights using tyrann's light.exe? Anyone setting _sunlight2 and/or _sunlight2_color?
 Yeah, Sorry
#14990 posted by ericw [199.126.128.107] on 2015/06/23 06:12:51
I made a fork of tyrutils with various new features, _sunlight2 is only in that. I haven't made a proper release, so it's just buried in various forum threads and hard to find :-(
The latest snapshot is from may 1:
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0
 @ericw
#14991 posted by adib [177.133.254.143] on 2015/06/23 06:53:25
Does this version have _sunlight2? Because it's doing nothing for my map. Do you happen to have some example map showing its effect? My map has a central yard where sunlight hits. I was counting on _sunlight2 to cast some sunlight on the "outside" walls as well.
 Or Better Yet
#14992 posted by adib [177.133.254.143] on 2015/06/23 07:29:27
Take this test .MAP:
https://drive.google.com/open?id=0B3Ww0W8WFfq7bFB6NGFhT2t1R0E&authuser=0
It has:
"_sunlight" "300"
"_sun_mangle" "180 -90 0"
"_sunlight_color" "255 64 64"
"_sunlight2" "200"
"_sunlight2_color" "64 64 255"
I was expecting to see a red square in the middle and all the other walls in a blue tint, but only the red square appears. What am I doing wrong?
 Sky
#14993 posted by ericw [199.126.128.107] on 2015/06/23 07:36:49
Yep, that build should do _sunlight2.
Only "sky" textures emit sunlight, just texture the outer box with "sky1" or any sky texture and I think that will fix it
 Hmm Actually
#14994 posted by ericw [199.126.128.107] on 2015/06/23 07:46:58
ignore that, didn't notice that you already had a sky textured skylight.
I think what's happening is, the _sunlight2 is working, it's just really dim because there it's a fairly narrow opening to the sky. A _sunlight2 value of 200 will light up a surface to a value of 200 only if it has an unobstructed 180-degree view of the sky. Try setting it to 1000 and you'll get some blue light on the walls. (this will make outdoor areas with more of a view of the sky too bright, though)
 @ericw
#14995 posted by adib [200.217.4.25] on 2015/06/23 15:52:39
Really? I thought _sunlight2 worked more like an "ambient" minimum light to the "outside" faces, ones facing a sky textured face in any angle (maybe inside the same portalled volume?). I mean, there is ambient light for all surfaces and _sunlight2 for "outside" surfs. Did I get it wrong?
If the surface must have an unobstructed 180 degree view of the sky, the floor in this test level shouldn't be affected by _sunlight2?
#14996 posted by adib [200.217.4.25] on 2015/06/23 20:00:12
 Yeah
#14997 posted by ericw [199.126.128.107] on 2015/06/23 20:46:05
bjptools has a _sunlight2 that works like you describe.
maybe I should have named my version something other than _sunlight2 because the effect is quite different. I wanted to not just do a simple minlight based on sky visibility.
Here's a screenshot: https://runeofearthmagic.wordpress.com/2015/02/22/yoghurt-sunlight/
The soft shadows on the main, pink, sunlight is a different feature (_sunlight_penumbra). You can see the difference in _sunlight2 in the shadow of the taller tower: in the top (bjptools) screenshot, the shadowed area is just an even shade of gray. In the bottom screenshot (my modified _sunlight2) the gray areas have more shading depending on how much a given spot can see the sky.
 @ericw: It Works!
#14998 posted by adib [177.40.155.235] on 2015/06/24 04:03:58
You were right. I set _sunlight2 to 2k to start noticing some change. A value of 20k turned affected surfaces into washed white.
Also, I need ambient occlusion, so I'll keep using your code :P
Thanks!!
 @ericw - WIP
#14999 posted by adib [177.40.155.235] on 2015/06/24 06:54:56
Here's my first attempt using your light tool. This is supposed to be moon lit, night time.
First, the fullbright image:
https://drive.google.com/open?id=0B3Ww0W8WFfq7cGUtN2pvdUZsWnc&authuser=0
Now, ericw's magic:
https://drive.google.com/open?id=0B3Ww0W8WFfq7Y05fZU5VcHZGNjg&authuser=0
Not sure if it's gonna be night. I'm gonna light the rooms and then try daylight / night.
I used here:
worldspawn
_dirt 1
_sunlight 350
_sunlight_color 64 184 255
_sunlight2 5000
_sunlight2_color 64 184 255
_sunlight_penumbra 4
_sun_mangle 180 -90
Lighted with -extra4 -anglescale 0
The level is very vertical. There's a floor below, with ugly shadows. I had to help with two point lights scaled 0.1, value 50, no falloff, same color as the sun.
Still working...
 Magic Is Right...
#15000 posted by generic [172.56.26.245] on 2015/06/24 14:38:29
That's a good looking scene! What texture set are you using?
 My Own Textures
#15001 posted by adib [186.228.0.25] on 2015/06/24 17:55:59
These are all my own :) I intend to release them along with the level. It's intended to be 1x1 deathmatch, but I see Qonquer potential on it. We'll see.
 Your Textures...
#15002 posted by Shamblernaut [121.45.255.230] on 2015/06/24 18:42:54
Reminds me of piranesi counter strike map, the original, not any source release.
 Looks Great!
#15003 posted by ericw [199.126.128.107] on 2015/06/24 19:33:20
I guess _sunlight2 5000 may cause problems with overly bright lighting if you have any rooms with a bigger area of sky visible.
Maybe I will look at some kind of exponential exposure thing for _sunlight2 so that rooms with a narrow strip of sky like yours can light up a decent amount, without washing out fully outdoor areas, like gb's city I posted earlier.
 That Would Make It Even Better
#15004 posted by adib [177.40.155.235] on 2015/06/25 02:38:25
... but is not my only problem. Take a look:
https://drive.google.com/open?id=0B3Ww0W8WFfq7UHAxamdRcUF2YUU
This is what happens when I set ambient light to 50: there is the brown texture color where black shadow should be (look where the crosshair is). There is "ambient light" where _sunlight2 doesn't reach (casting shadow).
For now, I just gave up on ambient light. But how to solve it properly? Or is it nonsense?
I know there is _minlight for brush entities. But should I turn a massive amount of brushes into some entity? What are the cons?
#15005 posted by metlslime [159.153.4.50] on 2015/06/25 02:45:58
the brown is probably grey, it just looks brown compared to the blue lighting around it.
Can you specify R G B for the ambient instead of just one number?
 Hm
#15006 posted by ericw [199.126.128.107] on 2015/06/25 03:00:58
I thought there'd be a worldspawn key for minlight color, but looks like it's only available on brush entities (_mincolor). Will add that to the todo list.
 Minlight Wouldn't Help
#15007 posted by adib [177.40.155.235] on 2015/06/25 05:32:17
There is "external" ambiance, lit by moon, but there will be also rooms lit by orange lamps. I couldn't pick just one _mincolor.
@metlslime I think it's not gray, it's just the texture pixels lit by worldspawn "ambient light"
Anyways, I turned that whole wall into a func_wall and set _minlight to 50 and _mincolor to the same blue moonlight:
https://drive.google.com/open?id=0B3Ww0W8WFfq7WG5tVzhfMkl0anM
Looks like mincolor lit _sunlight2 shadows. But there's still unlit faces (facing down) and I don't know why. They are part of the same func_wall.
#15008 posted by necros [174.113.85.164] on 2015/06/25 05:49:24
use minlight style (4) on lights with the colour you want.
 @ericw, No, You Are Right.
#15009 posted by adib [177.40.155.235] on 2015/06/25 06:17:48
I should think about the global "ambient light" in terms of "shadow color". If so, I should:
1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.
So, all I need is a worldspawn _mincolor, as you said.
 @ericw, No, You Are Right.
#15010 posted by adib [177.40.155.235] on 2015/06/25 06:17:48
I should think about the global "ambient light" in terms of "shadow color". If so, I should:
1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.
So, all I need is a worldspawn _mincolor, as you said.
 @necros - Thanks!
#15011 posted by adib [177.40.155.235] on 2015/06/25 06:48:52
Yes, the local minlights are doing the trick. Thank you all and I'm ending this flood.
 Unlit Brush
#15012 posted by adib [179.177.36.238] on 2015/07/02 07:47:31
I need a brush that is not affected by any light entity. Is it possible?
 Black Texture
#15013 posted by onetruepurple [5.172.252.20] on 2015/07/02 07:51:26
 Unless You Mean Fullbright
#15014 posted by Kinn [109.157.245.182] on 2015/07/02 13:08:33
In which case - external .bsp model?
#15015 posted by onetruepurple [5.172.252.20] on 2015/07/02 13:55:16
Fullbright you could do with adding "light" "255" to the entity (TyrLite only)
 No Fullbright, More A _minlight Only
#15016 posted by adib [200.217.4.26] on 2015/07/02 15:56:45
@Kinn, an external brush model should work. Have to learn how to do it, though.
 External Internal Models
#15017 posted by Preach [62.30.150.129] on 2015/07/03 00:33:00
 Or Alternatively
#15018 posted by necros [174.113.85.164] on 2015/07/03 01:12:32
a way to selectively export internal models into external bsp files so you've got external bsps with nice matching lighting and the ability to see how they look in the editor.
 Useful...
#15019 posted by adib [177.41.226.52] on 2015/07/03 03:20:02
... but I managed to light the scene the way I wanted. Thanks!
 Mapping Quarrel
#15020 posted by madfox [84.84.178.104] on 2015/07/03 16:44:57
I've got a strange problem with my map.
I added several new entities to my progs.dat and gave them all their own qc file. I compressed the map to a pak file and added all there is to it, sound, progs, gfx.
First time I played the map on the pak file I was drenched with warnings "SV_StartSound not precached".
Now two weeks later I play the map again and there are no signs of warning. Did I put Chtulla back to sleep meanwhile? I wish I knew how.
Another thing that's bugging me is a model that has only a stand, walk, run and death pose. I made it so that it doesn't attack untill I trigger it with a button.
Unfortenately the model doesn't respond to the trigger. But if I replaced it to another part of the map nothing is wrong and it resigns the button well.
The model is placed in a shape of lights with func_info's, but that can't interfere with the model or button.
 Someone Help Him Already!
#15021 posted by negke [31.17.253.2] on 2015/07/05 09:33:04
The map needs to see the light of day! Those are some funny new enemies. And if someone is at it, see if you can fix the projectile origin of the chaingun dude's attack as well as change it to nail bursts.
Madfox: btw. clip brushes do not count towards the marksurfaces limit, they only affect the number of clipnodes. So you should be able to add more clips without running into compiler troubles.
 Also Sended Ijed, But He's Darting /:P
#15022 posted by madfox [84.84.178.104] on 2015/07/06 21:40:47
I was afraid the player wouldn't see the nails before the impact of shooting starts. Also fixed the clip brush crossing.
Only thing I don't get is the spinning weel model.
First it was a static entity that just turned and exploded.
Then I made it an entity with only the basic stand/walk/run/attack and die frames, but no moving.
Then I added effects 1 and watched it in a frozen state that starts atacking with a trigger_once.
It all went right in a map apart, so when I imported it I couldn't believe it didn't work.
And my disbelive only grew, when I put it somewhere else in the map and it works just fine.
Seems my entity is catching a hold on me!
 8==~ `====D
#15023 posted by Asaki [50.108.78.208] on 2015/07/11 09:20:05
Send the source files to me, SVP. My Hotmail is "lordasaki".
 Texture Color Shift
#15024 posted by negke [31.17.253.2] on 2015/07/11 13:27:04
Can someone help me out? I need recolored versions of the textures wmet3_1 and w3_4 (blue metal w/ faces) that match the gold (rune) key tone, but I can't seem to get it right. Converting them to the palette after the color shift always makes them look bad...
 ^
#15025 posted by negke [31.17.253.2] on 2015/07/11 16:07:43
Problem solved, thanks to otp.
#15026 posted by roblot [209.87.249.216] on 2015/07/11 22:59:57
This can be done in wally.
Duplicate the wmet3_1 wmet3_3 wmet3_4 images
and rename.
1. Right-mouse click in 'Image List' box and select Create New Image.
2. Enter Name wmet3_5 for example. A new blank image window appears, CLOSE this edit window.
3. Right-click mouse on wmet3_1 (the thumb, not an open edit window)
and select Copy.
4. Right-click mouse on wmet3_5 (the thumb, not an open edit window)
and select 'Paste Over'. Pasting over on a blank thumb (or existing
image thumb) ensures a perfect copy.
Now Edit The Duplicates.
1. Open texture by double-clicking a thumb, and mouse-click the
Eye Dropper over a blue pixel.
This will auto-enter the Index Number.
2. Hover mouse over at the gold range (96 - 111) to the corresponding
colorbox position and remember the Index Number shown at botom.
3. Go to 'Colors' - 'Translate Colors' and enter only the 'Destination'
index number that was remembered.
(The 'Source Pixels' was auto-entered with Eye Dropper)
4. Mouse click on image to see change.
Try converting just the blue range. It should be good enough and take
less than 2 minutes per image.
 MarkV Fog
#15027 posted by adib [177.133.99.32] on 2015/07/11 23:47:40
I wanna use fog and r_skyfog in MarkV. I tried to set it on command line, tried autoexec.cfg, but it doesn't work. The only way to set these vars are from console. What do I have to do to enter my map already fogged?
#15028 posted by ericw [199.126.128.107] on 2015/07/12 00:47:04
for fog, adding a worldspawn key like this should work in most engines:
"fog" "density red green blue"
For r_skyfog, there are a few options:
-if you're using a mod like quoth, you can use an entity like info_command to run "r_skyfog x" in the player's console when they load the map. See: https://tomeofpreach.wordpress.com/quoth/tutorial/environment-variables/
-otherwise, if you can have your map install in its own mod folder, you can add the "r_skyfog" setting to autoexec.cfg or quake.rc. Preach recommends using quake.rc for mod-specifc settings, but it's not just an empty file like autoexec.cfg, see:
https://tomeofpreach.wordpress.com/2013/09/05/quake-rc-and-being-a-good-citizen/
 Er
#15029 posted by [209.87.249.240] on 2015/07/12 04:13:06
On that 1st '3.' it should read...
(the thumb, or an open edit window)
 Yay!
#15030 posted by adib [177.133.99.32] on 2015/07/12 04:19:11
The fog key works! Also, r_skyfog can be set in a mod's autoexec.cfg.
Very few items last in my to-do list now.
#15031 posted by metlslime [67.169.151.72] on 2015/07/13 03:14:28
Don't put it in autoexec, put it in quake.rc like in the tombofpreach link above
 I'm Obedient
#15032 posted by adib [186.228.0.26] on 2015/07/13 20:19:33
Bookmarked The Tome of Preach. Good reading. Though I ended up sticking to the default r_skyfog value and setting the "fog" worldspawn key in my map.
 Skyboxes
#15033 posted by Shamblernaut [121.45.237.248] on 2015/07/21 12:31:31
Hey guys,
Where can I find some skyboxes for q1 that are more interesting than the default?
Cheers.
 Skyboxes
#15034 posted by Vondur [185.6.245.138] on 2015/07/21 12:33:13
#15035 posted by onetruepurple [93.105.177.217] on 2015/07/21 12:43:56
 Vondur & OTP
#15036 posted by Shamblernaut [121.45.237.248] on 2015/07/21 16:23:31
thanks guys
 How Do I Create Colored Lighting In My Maps?
#15037 posted by Crassius [24.16.172.43] on 2015/07/25 01:05:01
I'm a new Quake mapper and I can't seem to figure out what I need to do in order to get colored lighting. I'm using the Jackhammer editor if that is any help. Thanks in advance.
#15038 posted by ericw [199.126.128.107] on 2015/07/25 02:08:39
-Use a key/value on a light entity like "_color" "255 0 0" for solid red
-The light compiler needs to support it, use one like: http://ericwa.github.io/tyrutils-ericw/
-Make sure a .lit file is generated along with the .bsp, the above tool will do it automatically if you use colored lights. Copy the .lit and .bsp to your maps folder
-Engine needs to support loading .lit. Most engines do like Quakespasm, Fitzquake, Darkplaces etc.
 How Do I Run A Map From Fitzquake?
#15039 posted by Halvgoeden [69.138.230.127] on 2015/07/26 22:15:43
Hello, I'm completely new to Quake. When I attempt to run a custom map in Fitzquake, the command line says, "Couldn't spawn server Maps/myquakemap.bsp"
I am using Jackhammer and choosing Run will compile the map and open Fitzquake, but nothing happens. Typing 'Map myquakemap' into the command line produces the result above.
I assume I'm not saving things in the correct directories, but have no idea where to begin with this.
If anyone has a breakdown for where the map should be in relation to Fitzquake, that would be fantastic. Any information is helpful.
Thank you all so much!
 Hey Hal :)
#15040 posted by DaZ [92.19.150.160] on 2015/07/26 22:43:54
You need to create a folder called "maps" inside your "id1" folder and but bsp's in there.
GLHF!
 Thank You, DaZ!
#15041 posted by Halvgoeden [69.138.230.127] on 2015/07/26 23:35:08
Your advice and some more tinkering with file paths solved the issue.
First of all, I did not have a maps folder under Id1, so this was created. After that I set this as the source maps directory in Jackhammer.
Also noticed that there wasn't actually a .bsp being created when I exported, so this was solved (I think) by adding Fitzquake as the CSG Executable under the build programs list.
 Woah There
#15042 posted by DaZ [92.19.150.160] on 2015/07/26 23:50:38
FitzQuake isn't a compiler so you won't need to add it to the compiler setup (aside from the path for your quake executable). Also, quake doesn't use a separate CSG compiler (that is from the Half-Life engine) so you can leave that entry blank.
If a bsp file is not being generated then my best guess is that the bsp compiler found something wrong with the level and refused to create a bsp from the map file you gave it. Check the compile log for warnings and errors!
#15043 posted by Halvgoeden [69.138.230.127] on 2015/07/27 00:27:49
Ha, that would explain why it's not working again! I'll remove the csg entry and see what's wrong with the map.
Thanks!
 Earthquake
#15044 posted by adib [177.19.61.32] on 2015/07/27 06:39:52
How do I make the land shake when something heavy falls? Is it possible?
#15045 posted by JneeraZ [174.109.106.46] on 2015/07/27 11:19:39
Custom QuakeC. There's nothing built in.
 Question
#15046 posted by DaZ [92.19.150.160] on 2015/07/27 14:43:10
Someone asked me if there is a way to convert e1m1 (or any Quake map) to a format that 3dsmax can read.
Afaik Warren's obj->map util is one way only so I don't really know if it's possible. Any ideas?
#15047 posted by JneeraZ [174.109.106.46] on 2015/07/27 15:47:09
It's totally possible to do write a program to do that but you're going to end up with a highly triangulated mesh. Basically, you'll get the resulting BSP triangle mesh which will be ugly as hell to work with.
#15048 posted by JneeraZ [174.109.106.46] on 2015/07/27 15:48:03
Oh, but since I guess the E1M1 MAP source is available ... so I guess you COULD read that and generate brushes from it. But then that would be messy from a 3D modeling perspective since you'd have all these interpenetrating faces and unnecessary polygons.
#15049 posted by Spirit [194.95.79.3] on 2015/07/27 16:14:09
Than's bsp importer to Blender rocks: https://developer.blender.org/T35778
You could convert from there or just stay in the wonderful suite. ;) Noesis might do it too, not sure.
 If You're Seriously Crazy...
#15050 posted by Shamblernaut [121.45.239.210] on 2015/07/27 16:22:18
there is a n64 emulator that converts n64 geometry into obj files.
you could try to load up e1m1 there and give it a whirl. keep in mind that the n64 version of quake has reduced polys.
 Thx
#15051 posted by DaZ [92.19.150.160] on 2015/07/27 16:38:27
Was asking for a friend, Than's bsp -> blender importer will probably do the trick!
#15052 posted by necros [142.245.59.10] on 2015/07/27 18:44:37
i wouldn't mind having a .map to max (ASE, OBJ, ..?) converter though. This way, I could build some structures in a map editor and import them into my 3ds max terrain as reference to build the terrain around.
I remember the Doom3 Editor had this ability, but it would be cool to have one for q1 .map format...
 Necros
#15053 posted by ericw [199.126.128.107] on 2015/07/27 19:04:40
Maybe try Crafty? I just gave this a test and it worked with a trenchbroom map -> crafty .obj export -> blender:
http://nemesis.thewavelength.net/index.php?p=45
 Adib_earhquake
#15054 posted by madfox [84.84.178.104] on 2015/07/29 03:23:15
I had extracted an eartquake as there is in the Hypnotic code, but without the other gadgets. Bad 3DInside is down.
Here is a simplified example with code.
See what you can do with it.
#15055 posted by Johnny Law [67.188.146.229] on 2015/07/29 06:45:47
Hey FYI the inside3d forums have moved here: http://forums.insideqc.com/
 Bsp2
#15056 posted by PuLSaR [188.234.142.218] on 2015/07/29 12:49:38
Where can I find detailed information abount bsp2 format? Do I need bsp2 if I don't want to make a map of greater size than original bsp boundaries? I just have a lot of details, therefore a high brush count.
 Pulsar
#15057 posted by ionous [76.173.83.147] on 2015/07/29 23:20:27
There's a few factors, the main one being 65k marksurfaces limit. If you're above that, BSP2 it shall have to be. Check your compiler readout.
 Worldcraft 2.0 Or Hammer 3.4?
#15058 posted by PikaCommando [175.142.76.104] on 2015/07/30 22:37:09
I'm learning Hammer for Goldsrc right now, but some people told me Worldcraft 2.0 is better and more stable. Is that true?
 What About Jackhammer?
#15059 posted by Breezeep_ [108.53.84.156] on 2015/07/30 22:45:21
#15060 posted by necros [108.61.228.44] on 2015/07/31 00:56:50
Trying to diagnose a problem...
Using Rebb's jury rigged txqbsp compiler, I get the following warning:
WARNING: Mixed face contents (Sky, Empty) near (4084 1880 2531)
Sky, Empty??? As in, no contents?
 Yes
#15061 posted by mfx [92.229.165.15] on 2015/07/31 01:22:44
there is some space between corrupted, due to face sharing/splitting i believe. Cut geo there.
#15062 posted by PikaCommando [175.142.76.104] on 2015/07/31 02:55:10
Does Jackhammer have Trenchbroom's vertex mode? Because making complex shapes in Hammer is terrible.
 Vertex Mode Is Go!
#15063 posted by generic [67.235.213.128] on 2015/07/31 03:08:51
 Pulsar
#15064 posted by mfx [92.229.165.15] on 2015/07/31 03:09:34
Bsp2 doesnt raise the bounds, only the amount what can be stored inside them. On a easy note.
Still Ionous is correct, reaching the facelimit means you need to be switching to bsp2 for success.
Good luck.
 Necros
#15065 posted by negke [31.16.58.231] on 2015/07/31 08:49:09
Accidentally slipped in a CLIP face perhaps?
#15066 posted by necros [184.151.190.21] on 2015/07/31 22:43:29
Can't be... I have just 2 func_groups and one is rock and one is sky...
 New Tack
#15067 posted by necros [104.207.136.109] on 2015/08/01 05:58:20
Anyone know what steps I need to follow to do a q3bsp for Darkplaces? Is it just a mapper of using a regular q3bsp compiler and feeding the results into DP?
#15068 posted by Scampie [72.12.65.92] on 2015/08/01 06:30:57
I believe it is actually as simple as that. You make a Q3 .bsp, shaders and all, but use Q1 entities (use actual detail brushes instead of the hacked together func_details!). The .map format is slightly different iirc, so you'll need to make sure you're using q3's .map format so the compiler will accept it!
 To Be Clear
#15069 posted by Scampie [72.12.65.92] on 2015/08/01 06:31:48
I mean q3's .map is slightly different than q1's .map!
#15070 posted by necros [104.207.136.109] on 2015/08/01 06:37:30
aye, i remember there is directory paths and such in there... i think i can get by with using aguirre's map converter which goes both to and from q2 format (which I think is the same as q3 map format?)
as for shaders............. yeah... no clue about that as i never made a q3 map. i guess i'll track down a q3 compiler, i think q3map2 is the current standard? and go from there.
#15071 posted by PikaCommando [175.141.202.179] on 2015/08/01 07:42:11
Why does most Quake-based editors use colored boxes for entities? I can understand for things like lights and whatnot, but I think visual aid is important too like knowing which direction the info_player_start and monsters are facing on the spot.
 Func_detail Or Func_wall?
#15072 posted by adib [177.205.225.25] on 2015/08/01 07:42:32
What's the difference between them?
#15073 posted by negke [31.16.58.231] on 2015/08/01 10:35:19
Pika: I wouldn't say "most". It depends on which editor you use; some can be set to show either boxes or 3D models. In Radiant, for instance, it's simply a matter of editing the def file to include paths to the individual mdls.
While it's nice to have the models shown in the editor, it can have disadvantages depending on the implementation. In Quake, it's all about the entities' bounding boxes, and if an editor displays ONLY the model, correct placement becomes awkward. The result is monsters stuck inside walls or items falling out of the level.
adlib: Func_wall is a dynamic map entity which can be used to block off areas on certain skill levels or game modes; it can be removed mid-game, and it doesn't block light and vis. It also starts a texture animation when triggered if the right one is applied.
Func_detail is only for the compiler. It creates detail brushes/architecture that is disregarded when processing the visibility information and is turned into world geometry afterwards. It's a means of speeding up the VIS process, and it needs compiling tools that support it, otherwise you'll get a lot of disappearing stuff in-game.
 Necros
#15074 posted by Scampie [72.12.65.92] on 2015/08/01 13:16:12
Q2 and Q3 (and Q1) .map are different too! Q2 has some extra fields for surface properties per face which Q1 and Q3 don't!
#15075 posted by necros [108.61.228.93] on 2015/08/01 20:51:45
ok, it was very simple actually, compiled, used quark to convert the map to q3 format (literally just copy/pasted from the q1 map into a new q3 map)
q3map2 is actually much worse than the q1 compilers in terms of handling insane geometry. looked like maybe 5% of the faces were missing in the q3 map.
oh well, looks like it's time to call it. it was a fun experiment, but just not meant to be... maybe i'll use this mesh for a doom3 map or something.
 ...?
#15076 posted by Kinn [109.147.48.122] on 2015/08/02 01:17:16
Please don't tell me you were using the brush version of your terrain in the q3 version.
 Yeah...
#15077 posted by FifthElephant [82.24.73.240] on 2015/08/02 02:47:50
Going for Q3BSP and not using meshes would seem a little pointless. BSP is not the way forward for terrain.
#15078 posted by necros [108.61.228.93] on 2015/08/02 07:41:20
i never made a q3 map before so.... i wouldn't know.
ericw told me about some misc_model thing though... which is apparently some magical way of turning a model into world geometry!
 Qbsp Request For All Tool Programmers
#15079 posted by necros [108.61.228.128] on 2015/08/03 02:25:34
-haltOnLeak
Stop compiling immediately after writing the pointfile and exit with error code != 0
This lets people detect %errorlevel% in batch files.
Thanks!
 Also
#15080 posted by necros [108.61.228.128] on 2015/08/03 02:34:28
because it was annoying me:
https://github.com/necros0/ne_q1CompilingGui/tree/master/Compiling%20Gui/Compiling%20Gui/bin/Release
just grab the exe file. hard codes the START /B /I /WAIT /BELOWNORMAL into all the compiler commands, so everything always has below normal priority.
At some point, i should probably make some per-compiler thing to choose what priority you want, but... meh, this works.
#15081 posted by Scampie [72.12.65.92] on 2015/08/03 02:45:21
I was under the impression that you can't tell if there is a leak until you traverse the entire tree, thus why QBSP doesn't end early when it finds a leak.
#15082 posted by necros [108.61.228.128] on 2015/08/03 03:01:03
when qbsp writes the leak file, is that not 100% a leak? usually what I do is I watch the output until it says 'writing point file' then once it's done, i Ctrl+C and plug the leak.
#15083 posted by Scampie [72.12.65.92] on 2015/08/03 03:34:07
Oh, I see what you're asking for now, ignore me.
I was thinking you just wanted time savings by ending the compiler earlier, but most of the hard work has already been done. QBSP has fully processed and portalized the tree when it detects the leak... but you just want an option to return an error to the console at that point so your batch file can detect it.
#15084 posted by necros [108.61.228.128] on 2015/08/03 03:36:17
that and so i don't have to actually sit there and watch the output (which I sometimes miss) waiting for 'leaked!' :P
Disregarding the current map, I rarely seal until the end where I do a leak plugging session. But it gets tiring to have to watch console output hoping it won't leak. Dunno if others do it that way or not though...
#15085 posted by Scampie [72.12.65.92] on 2015/08/03 03:40:12
Yeah, I don't bother to seal until the end of making a map, but it's really rare for me to get leaks when I don't expect them.
#15086 posted by Scampie [72.12.65.92] on 2015/08/03 03:40:12
Yeah, I don't bother to seal until the end of making a map, but it's really rare for me to get leaks when I don't expect them.
#15087 posted by Rick [75.65.153.192] on 2015/08/03 03:46:31
I never work on a map that leaks.
#15088 posted by JneeraZ [174.109.106.46] on 2015/08/03 11:34:33
Sometimes you have to, Rick. Large scale retooling of areas or you're trying something out, etc. Leaks aren't an issue until you want to release the map, really. Only thing they do is slow down your lighting builds...
 Hm
#15089 posted by ijed [200.73.66.2] on 2015/08/03 16:27:02
I prefer to keep a map sealed as well.
There are so many ways a map can get weird phantom leaks, I like to keep the obvious ones plugged.
For tests I do the big box method - a giant box or two to remove areas from the compile, or just plug holes while I put other areas together.
Really it just depends on which brand of OCD you subscribe to.
#15090 posted by Rick [75.65.153.192] on 2015/08/03 16:28:08
I agree, when doing major structural changes it's hard to avoid creating leaks, but once things are rearranged close enough it's time to plug any leaks.
So I guess said that wrong. I just meant that I don't start with a bunch of brushes and stuff floating in the void, I build with sealed areas from the beginning.
#15091 posted by metlslime [67.169.151.72] on 2015/08/03 17:33:52
i do the same: keep it sealed most of the time, with a solid black brush plugging any doorways/hallways that lead to nowhere.
However, when in the middle of building a large atrium/canyon type space, i do leave it leaky while the outer walls of that space are still in flux though (i'd rather leave it empty than place a box around it, i feel the box will influence the way the space is built and create boxy rooms! :)
Anyway i'm on an old computer and it seems that qbsp and light run a lot faster on a sealed map. It seems that all the outer faces being clipped away speeds up both processes. So i do it for my own productivity.
 This Is A Weird Odd Shot
#15092 posted by Scampie [72.12.65.92] on 2015/08/04 15:07:14
anyone have any idea how to make gtkradiant1.5 ok with info_notnull being a both a point entity AND a brush entity? or maybe there's another good entity that can be used as a blank hackentity?
as it is, gtkr only considers the entity to be one or the other... if it's a point in the .ent file, all brush based info_notnulls lose their brush; if it's a brush, the points can't be edited in the editor because they have no brush (thankfully, they retain their origin). it's really inconvenient when trying to use both
#15093 posted by Rick [75.65.153.192] on 2015/08/04 15:56:40
The newest version of Netradiant has the same problem. I had just deleted it entirely from the .ent file and my old 2012 version was fine with that, but the newest version defaults to assuming it's a point entity and deletes the brushes.
What would be nice is if the <point name= and <group name= were not locked into also being the classname. The classname should be a separate key something like:
<group name="brush null" ...>
<classname= "info_notnull>
<point name="point_null" ...>
<classname=<"info_notnull">
Also, I started getting sv_touchlink errors using brushed info_notnull triggers in the new Netradiant when. I had to go back to the older version (and older copy of the map for some reason) to get rid of the error.
#15094 posted by Scampie [72.12.65.92] on 2015/08/04 17:46:24
mm, think I'm just going to map with the point entities as info_null, and then find/replacing them before compile to be info_notnull... maybe should hack qbsp to do this for me...
#15095 posted by Rick [75.65.153.192] on 2015/08/04 18:33:00
I could do without the point entity version, but when I made it a group I started getting those sv_touchlink errors. Couldn't figure out how to fix them, so I just gave up and went back to the old version of Netradiant I've been using for years.
 Just Run Sed Before Qbsp
#15096 posted by czg [213.113.210.124] on 2015/08/04 20:34:32
 Silly Czg
#15097 posted by Scampie [72.12.65.92] on 2015/08/04 20:58:08
i don't use teh lunix
 Wow I Thought U Were A True Dweeb
#15098 posted by czg [213.113.210.124] on 2015/08/04 21:01:59
#15099 posted by necros [207.164.79.4] on 2015/08/04 22:04:41
There is a windows compile of all the best Linux programs, including sed and grep!
 Info_notnull
#15100 posted by Preach [77.99.55.146] on 2015/08/04 23:45:31
I remember worldcraft had similar issues with a class being both brush and point, and the best solution in that case was to remove it from the fgd and just enter the classname by hand where needed.
 That's What I Did
#15101 posted by Rick [75.65.153.192] on 2015/08/05 00:51:22
In the my old 2012 version of Netradiant that's what I had done and it worked fine. A couple weeks ago when I got the urge to map again, I downloaded the newest version.
With no entry at all for info_notnull, it would default to a point entity and delete the brushes. I changed it to a brush (group) entity and it seemed okay, except that playing the map I got sv_touchlinks errors when the info_notnull brush was triggered. So back to the 2012 version I went. No big deal, it works fine.
 Madfox And Negke, Thanks. Also...
#15102 posted by adib [179.103.147.91] on 2015/08/05 14:10:49
Is there a technical reason for not largely using meshes on a Quake level these days? Suppose I'd like to make a barebones BSP and add all detail using meshes, like I would for a Source or UE3 level. What are the limits?
 Using Meshes
#15103 posted by FifthElephant [82.24.73.240] on 2015/08/05 14:15:40
isn't as unheard of now. You can go pretty far if you went and used bsp models for instance, these are good because it helps the design feel consistent. You could go in and use meshes if you wanted to, mods like quoth allow you to add them fairly easily.
Getting the light correct for the models is important, meshes use the lightmap on the floor to tell you how bright the object is, so you're going to need to play a little to make this work. My advice is use quoth for this type of work, or Drake. Socks new mod will allow external models too and I think a few people will want to work on this once it's out.
#15104 posted by JneeraZ [174.109.106.46] on 2015/08/05 15:05:56
Getting meshes to light and blend in with the BSP surrounding them is notoriously difficult in Quake. Vert lighting vs lightmaps ...
 @Fifth
#15105 posted by adib [200.217.4.25] on 2015/08/05 15:09:27
Right, I forgot about lighting. A Quake model doesn't shade itself, right? So, my full blown central computer room, with massive models covering the walls, would look bland. Maybe Sock's mod would take care of it?
#15106 posted by adib [200.217.4.25] on 2015/08/05 15:16:18
... or probably not.
 Collision
#15107 posted by ijed [200.73.66.2] on 2015/08/05 15:40:54
Is also difficult - unless I missed something you need to use clip brushes, and an editor that shows you the model dimensions is a must if you want anything approaching accuracy.
I know there are a couple of tools to convert meshes to brush though... Warren?
#15108 posted by JneeraZ [174.109.106.46] on 2015/08/05 16:38:16
 Adib
#15109 posted by FifthElephant [82.24.73.240] on 2015/08/05 20:26:24
Socks mod isn't going to take care of quakes lighting. It's just gonna add a shitload of cool new stuff. Really if you want the models to be lit differently you need to be working with something like DarkPlaces so that you can take advantage of the real time lighting.
 Ijed
#15110 posted by madfox [84.84.178.104] on 2015/08/05 23:29:33
I sended you a testmap some time ago.
Check your email, gmail or johnmayal.
 Honey Wads
#15111 posted by total_newbie [94.222.8.166] on 2015/08/05 23:41:06
Does anyone know where one can find them? They were available for a while via the Honey mapjam thread, but now that link is dead. Can't seem to find them on Quaddicted either...
On a different note, what would cause an item to disappear once a map has been compiled? At the moment I've got a Quad Damage that I can see in TrenchBroom, but when I compile and test the map in Quakespasm, it's gone.
#15112 posted by Rick [75.65.153.192] on 2015/08/05 23:46:20
Quad is probably dropping out of the map on load because of being partly in a wall or floor. There's a devmode switch you can use to see messages to that effect. I think it's -developer 1
#15113 posted by Rick [75.65.153.192] on 2015/08/05 23:57:22
My bad, it's +developer 1 for the command line switch, but apparently you can set in game also. Type developer 1 in the console and reload your map.
 Thanks, Rick
#15114 posted by total_newbie [94.222.8.166] on 2015/08/06 00:03:45
I tried that, but I don't see anything about anything dropping out of the map in the console. Not that I know what everything in the console means, though... what sort of message should I expect to see? Something like "item_artifact_super_damage fell out of map"? Because there's nothing like that...
I checked again in the editor, and the QD is not touching brushes or other entities. I even raised it an extra few units from the floor, just in case.
#15115 posted by ericw [108.173.17.134] on 2015/08/06 00:20:29
The message to expect is "Bonus item fell out of level at 'x y z'"
You have to raise the console for a second so the first few frames run in order to get the message.
fwiw I just tried in TB1, and the bottom of the quad's bounding box needs to be 16 units above the floor.
#15116 posted by JneeraZ [174.109.106.46] on 2015/08/06 01:23:28
yeah, for whatever reason, I've yet to find an editor that has the correct bounding box for the quad damage.
 Thanks, Ericw
#15117 posted by total_newbie [94.222.8.166] on 2015/08/06 01:39:59
Ah, there it is -- "Bonus item fell out of level". I had to scroll up, because there were some other error messages too, e.g.
FindFile: can't find textures/b_nail0/nail0sid.tga
(and several other similar ones)
Weird, the QD was 16 units above the floor. I wonder if this is related to another issue I've been having with TB, where entities I try placing in the map replace earlier entities. FWIW, when I move the Quad to some location far away from where I've been building, it does appear when I test the map.
#15118 posted by Rick [75.65.153.192] on 2015/08/06 02:13:40
Ah, good that you got it fixed. In the early days (Worldcraft 1.6) you pretty much couldn't believe any bounding box. I was always moving stuff around, 8 units at a time, from one build to the next, hoping it would finally decide to show up.
I finally ended up making a custom .fgd that was mostly correct, but I was never quite sure about the z axis.
 Total_newbie
#15119 posted by ericw [108.173.17.134] on 2015/08/06 07:03:07
Cool, progress :-)
Is there enough clearance around the quad to the sides and front? That's about all I can think of, if moving it to another part of the map fixes it. Also check that it wasn't outside of the +/-4096 bounds by accident. If all else fails, upload/paste the relevant part of the map
 Mapping For Daikatana?
#15120 posted by PikaCommando [110.159.39.78] on 2015/08/06 09:31:50
I hear IonRadiant is the official and only map editor for Daiktana so far. However, I also hear it was even worse than the game itself because of troublesome setup process.
Is there an alternative to Ion Radiant? When can Trenchbroom or Jackhammer support Daikatana since it's a Q2 engine game as well?
 Re: #15119, #15118
#15121 posted by total_newbie [94.222.8.166] on 2015/08/06 12:20:47
Thanks for your responses, Rick and ericw!
Hmm, "fixed" is maybe not exactly the right term. I just shifted the Quad to a position far away to see if it would appear at all, but it's not somewhere where it would make much sense to have it, and I still have no idea why it would not appear where I originally placed it.
ericw, yes, there's plenty of clearance on all sides. I don't think it's out of bounds, although I'm still not sure how to check that with TB. What I have done, though, is to move everything in my map to where it's shown when you first open the map in TB. I assume that means it's more or less centred, right (i.e. near 0, 0, 0)? And I'm working with a really tiny structure at the moment, so if it's even near the centre of the map, there's no way it could extend to +/-4096...
I might just ignore the problem for now and make do without the Quad. The map is still in its infancy and item placement can still be changed. But should I run into the same issue again, I guess I'll upload part of the map.
Thanks again. :)
 Bump #15111
#15122 posted by total_newbie [94.222.8.166] on 2015/08/06 17:52:12
Honey wads ... anyone?
#15123 posted by ericw [199.119.235.174] on 2015/08/06 18:05:58
One option, you can dump the wad from a bsp with bsputil --extract-textures (available in tyrutils or my branch).
#15124 posted by ericw [199.119.235.174] on 2015/08/06 18:05:58
One option, you can dump the wad from a bsp with bsputil --extract-textures (available in tyrutils or my branch).
 What Black Magic Is This
#15125 posted by total_newbie [94.222.8.166] on 2015/08/06 19:32:24
Thanks! Ok, bear in mind this is new territory for me ... so I copied honey.bsp into the directory where I have tyrutils and typed
./bsputil --extract-textures honey
That created a file called "honey.wad", but when I try to use that in TB, it seems to be empty. What am I doing wrong?
 Its A Tb2 Bug :(
#15126 posted by ericw [108.173.17.134] on 2015/08/06 20:07:08
I fixed it though, but wait for SleepwalkR to merge it I guess
#15127 posted by total_newbie [94.222.8.166] on 2015/08/06 20:09:56
Oh. Other wads work, though...
#15128 posted by Rick [75.65.153.192] on 2015/08/06 20:27:02
Do you have TexMex? That's one of the best tools for messing with texture wads. It can read the textures from a .bsp and save them as a wad. I didn't see it a quaketastic or quaddicted, but there's a lot to search through there, I may have missed it.
#15129 posted by Rick [75.65.153.192] on 2015/08/06 20:30:46
 Thanks, Rick!
#15130 posted by total_newbie [94.222.8.166] on 2015/08/07 00:11:19
I'll give that a shot. I've used TexMex once before, about a year ago or so. Can't remember what I used it for, but it wasn't for this. I never realised one could simply extract textures from a bsp. Thanks for the link; I no longer had TexMex on my computer, so that really helps.
#15131 posted by necros [108.61.101.147] on 2015/08/07 01:28:17
texmex has aged really well, as a tool. still massively relevant and functions perfectly on modern OSes.
 So I'm Using Ericw's Awesome Light Tool...
#15132 posted by ionous [76.173.83.147] on 2015/08/07 09:19:21
And it's messing with me:
http://i296.photobucket.com/albums/mm196/voiceofthenephilim/why%20light%20why_zps5n36j9nx.jpg
Three of the lights it claims have a value of '0', despite very much having a value. All of them use the '_surface' function. Does anyone know why they refuse to light?
 Weird
#15133 posted by ericw [108.173.17.134] on 2015/08/07 09:53:40
can't imagine why off hand. That is a slightly old build, could be worth updating just in case that fixes it: http://ericwa.github.io/tyrutils-ericw
Are there any different keys set on the ones that aren't working compared with the one that is?
#15134 posted by Rick [75.65.153.192] on 2015/08/07 10:04:50
What is that Jitterning stuff? I've never seen anything like that when I run it.
#15135 posted by ericw [199.119.235.221] on 2015/08/07 10:07:15
That was some debugging code left in by accident in an older build
 Scaling Brushes
#15136 posted by total_newbie [94.222.8.166] on 2015/08/07 13:11:47
I'm assuming this isn't possible, but it couldn't hurt to ask...
Is it possible to increase or decrease the size of a brush while preserving its shape? As in, let's say you've created a cylindrical shape, and you want a larger version (not just longer, but with a larger diameter). Is it necessary to create a new, separate brush (as I've been doing), or is there perhaps a tool or function that lets you simply increase/decrease the scale of the brush (kind of like you can do with images in image editing software)?
 Also, Stupid, Noobish Question...
#15137 posted by total_newbie [94.222.8.166] on 2015/08/07 13:17:52
For those using TB: I've only just noticed that I can see three lines in-editor, an orange, blue and green one, corresponding to the x, y and z axes (not necessarily in that order). Is the point where they intersect the centre of the world (i.e. 0, 0, 0)?
#15138 posted by mfx [78.55.161.7] on 2015/08/07 13:24:06
1st. Its possible to scale brushes up/down the amount you want with some editors. Trenchbroom currently doesnt do this for you.
2nd. Yes.
 Thanks, Mfx!
#15139 posted by total_newbie [94.222.8.166] on 2015/08/07 13:54:12
#15140 posted by Scampie [72.12.65.92] on 2015/08/07 14:00:21
Scaling complex brush shapes isn't something you want to do in Quake anyway.
What I do sometimes to scale up cylinders is to cut them into wedges, and pull the faces on each wedge outwards/inwards. In editors like TB and Radiant which preserve the adjacent angles of other faces when you pull on a face, this works really well. And in Radiant, which has CSG-merge, you can merge all the wedges back together into a single brush.
Otherwise, what I actually do more often, is to just remake the shape I want at the bigger size. This style of curve is what I most often use, and it's all about the ratios (interior angles have 1/4 and 1/1 slopes, outer faces are 1/2 and 2/1), and it's easy to make at all scales with the clipping tool.
 Thanks, Scampie
#15141 posted by total_newbie [94.222.8.166] on 2015/08/07 14:04:45
Really useful advice!
#15142 posted by total_newbie [94.222.8.166] on 2015/08/07 15:28:29
cut them into wedges, and pull the faces on each wedge outwards/inwards
Works like a charm! Thanks again. :)
Currently using only TB, so I have no way of merging the wedges back together -- does this matter much? Am I likely to run into problems when I have 12x as many brushes per cylinder?
#15143 posted by Scampie [72.12.65.92] on 2015/08/07 15:41:07
No, it doesn't really matter, Qbsp will cull the hidden faces anyway. I find it easier to work with less brushes whenever possible though.
 Good To Know, Thanks!
#15144 posted by total_newbie [94.222.8.166] on 2015/08/07 16:19:27
I have another question, though:
When I cut a 12-sided cylinder into wedges and extend the sides as per Scampie's advice, it works perfectly.
However, I just tried it with a 24-sided cylinder, which I created by clipping the corners of a 12-sided cylinder, as shown in czg's curve tutorial: http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm (2nd image from the bottom of the page). Somehow, it doesn't seem to work: when I drag the edges outward, they don't line up.
Is there a mathematical reason for this? And is there a fix/workaround? Does anybody know?
 Ok, I Might Be An Idiot...
#15145 posted by total_newbie [94.222.8.166] on 2015/08/07 16:23:02
When I made the grid size really tiny, it all lined up.
#15146 posted by adib [200.217.4.25] on 2015/08/07 21:50:16
There is this sudden blue to brown transition:
http://i3.photobucket.com/albums/y80/amurad/Games/jam6a_zpssdvhzf0f.jpg
It's a blue sunlight / sunlight 2 with orange coming from lava.
The top of the rock looks hand painted in blue. There should be a smoother transition to brown. What's the best way to do it, in your opinion?
 Total_newbie
#15147 posted by SleepwalkR [84.144.129.89] on 2015/08/07 23:23:22
Check the keyboard shortcuts, there is a command to build the convex hull of the current selection. The effect is the same as CSG merge. Also works with faces; that makes it easy to build connecting brushes.
 Ericw
#15148 posted by ionous [76.173.83.147] on 2015/08/08 05:08:40
That was it. Thank you.
 SleepwalkR
#15149 posted by total_newbie [94.222.8.166] on 2015/08/08 13:09:21
Thank you.
However, I've looked through the keyboard shortcuts several times now and I cannot find anything like what you describe...
 It's Only For Tb2
#15150 posted by FifthElephant [178.107.102.78] on 2015/08/08 13:24:21
Fyi
 Thanks, Yes, I Am Using TB2
#15151 posted by total_newbie [94.222.8.166] on 2015/08/08 13:55:36
What is it called exactly? I mean the shortcut I should be seeing?
 Adding Music To The Level
#15152 posted by PuLSaR [46.164.253.163] on 2015/08/08 16:10:20
Is there anything similar to hl2 "play everywhere" flag for sound entities to make music play not as a 3D positioned sound, but as 2D sound? Does any mod support it, quoth or anything else?
 Total_newbie
#15153 posted by FifthElephant [82.24.73.240] on 2015/08/08 20:49:26
it's called "create convex hull"
Theres more on it here -
https://github.com/kduske/TrenchBroom/issues/706
 Thanks For The Info, FifthElephant
#15154 posted by total_newbie [94.222.8.166] on 2015/08/08 20:55:28
But I still don't see it. There's nothing called "Create convex hull" in my keyboard shortcuts list, or anywhere else that I can see...
 Total_newbie
#15155 posted by FifthElephant [82.24.73.240] on 2015/08/08 21:24:41
I just installed TB2 again and I remember how much I really hate it. I can't even create a brush properly, wont be using this unless a legacy brush creation option is added.
Just had a look at all shortcuts and I couldn't find it. Maybe re-open the issue in github?
 Hate Is A Strong Word
#15156 posted by SleepwalkR [84.144.149.94] on 2015/08/08 23:36:04
You can create brushes by activating the create brush tool. In the 2D views, its pretty much as it was in TB1 - just drag out a brush. In the 3D view, it's different for now. More powerful (you can create arbitrary shapes), but yeah, you can't just drag them out as simple as you used to be able to.
If you chime in and add issue reports, I may try and add the legacy way back in. If you just hate in silence, I can't do much ;-)
 SW
#15157 posted by FifthElephant [82.24.73.240] on 2015/08/09 01:41:38
I struggled for a good 15 minutes just then to draw a simple square. I'm a huge fan of TB but the changes to the brush tool in TB2 really turns me off. You say you can drag out a brush in the 2D view, most of my work is done in the 3d view after 2 years of mapping like that (the original vision of the editor was pure, I haven't looked back!).
I'm sure the new brush tool is really powerful in it's own way but TB2 feels like a completely different editor now. Funnily enough I still have one of the older TB2 builds somewhere, I made my first Quake 2 map using that rather than the newer version because of the brush tool.
Also, I thought I did raise this on github when you first introduced the feature.
 You Did?
#15158 posted by SleepwalkR [84.144.159.171] on 2015/08/09 08:25:50
Do you remember where?
#15159 posted by Preach [77.99.55.146] on 2015/08/09 11:23:17
Is there anything similar to hl2 "play everywhere" flag for sound entities to make music play not as a 3D positioned sound, but as 2D sound? Does any mod support it, quoth or anything else?
Use a play_sound_triggered and set the speed key to -1 for the sound to have no attenuation, so heard equally loud everywhere in the level.
 Thanks Preach
#15160 posted by PuLSaR [46.164.253.163] on 2015/08/09 14:20:09
#15161 posted by necros [174.113.85.164] on 2015/08/09 16:31:25
The sound will still be positional though. The only way around that is custom qc and playing the sound on the player entity.
 Func_detail? NOPE!
#15162 posted by oGkspAz [196.210.178.122] on 2015/08/09 16:54:59
I thought I'd be smart and change some struts, pillars and fancy bits to func_detail. Then after compiling with txqbsp and loading in quake some errors showed up and everything marked func_detail was missing on map. When I loaded it up in TB1 again the parts were missing too. I then went back to a save where they were still marked func_detail and removed it. Now on compile I get: ERROR: multiple world entities on line 5135. Any idea how I can fix this or what's even wrong? Thanks
 Mini Update :Multiple World Entities Error
#15163 posted by oGkspAz [196.210.178.122] on 2015/08/09 17:03:09
I skipped trying to fix it and went back to an old version of the map and just updated the few things I (remember) I changed.
 Dual Channel
#15164 posted by Preach [77.99.55.146] on 2015/08/09 17:11:44
Ah yes, it will still be stereo. I was told that what you can do for that is position two entities, one at '4096 4096 4096' and one at '-4096 -4096 -4096' and they'll balance each other out exactly, not tested it. Bit hacky but good if it works.
Quoth does have the ability for a sound to be played out of a specific entity - but you have to specify it by targetname, so players can't ever be the subject. This rules out, besides that music trick, Max Payne style narration mid-level...
 Rotation Vs Rebuilding At 45 Degrees
#15165 posted by total_newbie [178.5.92.22] on 2015/08/10 15:00:23
Say you have a very basic brush, e.g. a cube with all sides of equal length. If you then rotate it (using the editor's "rotate" tool) by 45 degrees, will it always be slightly off grid?
Conversely, if you rebuild that cube at a 45 degree angle (by starting with a new brush and clipping the sides) while keeping things on grid, will you always end up with something that is not exactly the same size as the non-rotated cube?
Because this is what it currently seems like to me, and I'm not sure what the best method here is. One option would be to rotate using the rotate tool, then with the grid size set to "1", create an on-grid brush that matches the rotated brush as closely as possible ... if you know what I mean (I'm sorry that's not explained clearly). But this seems like a messy way of doing things.
Is there a better way?
 #15165
#15166 posted by Kinn [86.176.189.74] on 2015/08/10 15:22:27
You will never get on-grid "rotated" objects to have the same size as their ortho-axis counterparts. The best you can do for 45-degree stuff is to use the rule "3-diagonal units is roughly 4 orthogonal units" - using that rule the stuff you build at 45 degrees will be about 1.06 x larger than the equivalent orthogonal structure.
Because it's a pain in the arse to build at 45 degrees, do this:
Build your structure as normal, non-rotated, making sure nothing in it goes below a grid size of 4.
Then, in the two axes that are *not* going to be your rotation axis, scale your structure by 1.0606601717798212866012665431573 (I just c'n'p that from calculator)
Then rotate the whole thing 45 degrees
at this stage, it should look on grid (grid 1), but snap it all to grid 1 to be sure.
Note that with modern compilers, it's very debatable whether you even need to be on-grid anymore - personally I think on grid is only important so that other things can be fitted together neatly.
 Kinn
#15167 posted by mfx [92.230.135.75] on 2015/08/10 15:28:50
Nice!
Reminded me of the old Prince Rupert's cube problem.
 Fantastic Advice, Thank You, Kinn!
#15168 posted by total_newbie [178.5.92.22] on 2015/08/10 15:37:11
#15169 posted by total_newbie [178.5.92.22] on 2015/08/10 15:37:57
...and thanks for that link, mfx. That makes my brain hurt. :)
 Yep
#15170 posted by Kinn [86.176.189.74] on 2015/08/10 15:42:04
Also, you can use the same idea to make stuff that's rotated at other angles, (e.g. ~27 degrees which sits on a 1:2 gradient, or ~14 degrees which sits on a 1:4 gradient)
The trick is to use simple trigonometry to work out the difference in scale between the non-rotated brush and the closest-size rotated brush that's still on grid, then to apply this scaling to your object before you rotate it.
 Thanks, That's Great Advice! However...
#15171 posted by total_newbie [178.5.92.22] on 2015/08/10 15:49:16
The trick is to use simple trigonometry
Yeah, that's the problem. I can barely remember any high-school mathematics. Very basic geometry and trigonometry seem about as simple as string theory to me at this stage.
 Ok I'll Rustle Up A Picture To Show It
#15172 posted by Kinn [86.176.189.74] on 2015/08/10 15:54:20
 That'd Be Brilliant, Thanks!
#15173 posted by total_newbie [178.5.92.22] on 2015/08/10 16:02:00
#15174 posted by Scampie [72.12.65.92] on 2015/08/10 16:09:59
You can't make most 45 degree rotations be on the grid.
Let's assume a 64 unit x 64 unit square (we're only considering top down view). The diagonal of that square is 90.509... units ( Sqrt(64^2+64^2) ), and thus will not be on the grid when you turn it 45 degrees.
If you want to be on the grid with your rotation, you basically need to sacrifice perfection and actually scale your cube up or down as you rotate so as to get the corners on the grid, which is essentially what you are doing when you build a 45 degree cube by hand on the grid at a 45 degree angle.
Here's an example from some rotated cubes. I built these on the 8 unit grid, rotated the texture 45 degrees and used Radiant's fit tool to get the precise texture scale. Notice how the top one is slightly bigger than 1x1 scale, and the lower is slightly less. That means this cube itself is slightly bigger or smaller than the normal 64x64 cube next to it... but it's close and most wouldn't notice the difference. A perfectly rotated cube would be a 1x1 texture scale (or close due to slight rounding), but would not be on the grid.
---
As a side note, if you want to know how to scale the texture without the fit tool: The rotated cube on top is 96x96 on it's diagonals, we need half that to figure the length of one side (we're making a right triangle): Sqrt(48^2+48^2) is 67.882... We divide that by the size of our texture, 64, and get 1.06066..., just like the fit tool gave us!
 THANKS FOR STEALING MY THUNDER KINN
#15175 posted by Scampie [72.12.65.92] on 2015/08/10 16:10:19
 Directional Music
#15176 posted by Mike Woodham [87.127.250.2] on 2015/08/10 16:14:49
I tried multiple entities in FMB-BDG and never managed to get away from stereo sound for the music. Most of the time it wasn't an issue as other sounds were always going off. But if you stand in a quiet area and pirouette, apart from the ogres making snyde comments, you get a distinct phasing effect.
 Lmoa Scampie - Thread Refresh FAIL
#15177 posted by Kinn [86.176.189.74] on 2015/08/10 16:39:35
Anybeans - here is a picture I made to show the basic theory behind building things to follow arbitrary gradients - note that they will typically only be approximately the same size as their orthogonally built versions, but it's worth it just to make things all line up neatly on grid.
http://i.imgur.com/XHRW16V.png
You can have fun working out the scale relationships for different gradients - I will leave that as an exercise for the reader.
 Important Note
#15178 posted by Kinn [86.176.189.74] on 2015/08/10 16:50:50
The important thing to remember is that the original ortho-built geo needs to be on a coarser grid than the target rotated geo - you have to think how the ortho grid maps to the rotated "pseudo-grid" - e.g. for 45 degrees, 4 ortho grid units maps to "3 up and 3 along" grid units, so the original geo can't be built on a grid lower than 4.
For a ~27 degree rotated object (so the geo follows a 2:1 gradient), like the picture I just posted, 2 ortho grid units maps to "2 up and 1 along" grid units, so you only have to make sure the original isn't built on lower than grid 2.
 Genius!
#15179 posted by mfx [92.230.135.75] on 2015/08/10 16:53:30
 Cheers, But I Think Czg Was The Pioneer.
#15180 posted by Kinn [86.176.189.74] on 2015/08/10 17:03:08
See czg's Honey? Those crazy rotated broken bridges were built using this method, but the scale-then-rotate technique was applied twice in succession- in different axes - to get them looking really funky.
If you are going to rotate an object like this twice, the coarseness of the grid of the original object needs to be even higher - again I will leave that as an exercise for the reader.
 Brilliant
#15181 posted by total_newbie [178.5.92.22] on 2015/08/10 17:08:06
Thank you, Kinn.
And thank you, Scampie.
 You Should All Look At Czg's Curves Again
#15182 posted by Spirit [194.95.79.3] on 2015/08/10 17:09:51
 A Rotatable Grid
#15183 posted by SleepwalkR [80.187.107.54] on 2015/08/10 17:21:55
Is on my todo list for TB 2.1. That would make such things a lot simpler.
 Skyboxes
#15184 posted by adib [186.228.0.25] on 2015/08/10 18:32:43
Been looking for these handsome skyboxes you guys been using. Only found a graveyard of broken links (poetic). Where are they? Where are the coolest skyboxes these days?
 Swapping Between Multiple Info_intermissions
#15185 posted by oGkspAz [196.210.178.122] on 2015/08/10 18:33:07
From post #730 I see that a map allows a maximum of 4 different info_intermissions. Does the camera swap between them depending on engine (EzQuake / DarkPlaces seems not to) or is there a way that I can cause the view to autoswap every x seconds? (spz1dm2ftk in Screenshots & betas is the basic map but way out of date detail wise by now)
 Adib
#15186 posted by mfx [92.230.135.75] on 2015/08/10 18:42:23
 Adib
#15187 posted by mfx [92.230.135.75] on 2015/08/10 18:44:29
 Info_intermission
#15188 posted by Scampie [72.12.65.92] on 2015/08/10 19:01:38
Quake's normal qc code just 'randomly' chooses between the cameras (technically it's bound to your playtime, but for all intents and purposes, random). You can't, outside a mod, change which it chooses or make it swap to a different one every so often.
 Mfx
#15189 posted by adib [186.228.0.26] on 2015/08/10 20:43:56
Yes, I've seen lvl and Simon's skies. And I used Terragen about 10 years ago, it was awesome already. I just don't have time to make one for Jam6. I've seen people posting "look, my new skybox" and got curious, wanted to see something different. But thanks for mentioning Terragen.
 Adib
#15190 posted by total_newbie [178.5.92.22] on 2015/08/10 21:20:31
 Sorry, That Just Linked To Kell's Main Page
#15191 posted by total_newbie [178.5.92.22] on 2015/08/10 21:23:47
 .
#15192 posted by PyroGXPilot [71.89.205.32] on 2015/08/10 21:45:39
 #15192: Creative Commons License Violation
#15193 posted by total_newbie [178.5.92.22] on 2015/08/10 22:22:47
I don't make claim to the art work for these skyboxes. That credit goes to other talented people who allow you to use their wonderful skyboxes.
That's nice, but what would be even nicer is if they actually gave credit to said "talented people". I recognise at least some of sock's skyboxes on that page, but there is no mention of his name anywhere.
I had a look, and there seems to be just the same generic note included in each one:
This skybox is free for use but can't be sold for profit or altered in any way.
Those are not the terms under which sock has shared his work: http://creativecommons.org/licenses/by-nc-sa/3.0/ (and I'm willing to bet the same applies to the other skyboxes on that page).
But license or not, it just seems like common decency to at least credit people for their work.
 PS
#15194 posted by total_newbie [178.5.92.22] on 2015/08/10 22:35:58
Sorry if I overreacted, and I didn't mean to come across as an asshole to PyroGXPilot.
#15195 posted by necros [184.151.178.80] on 2015/08/10 22:53:56
You can killtarget intermission cameras so that there is only one left in the map to force the game to use a specific one.
 Intermission Camera Changing
#15196 posted by FifthElephant [82.24.73.240] on 2015/08/10 23:46:49
is a feature in socks new mod. :)
 Total_newbie: This!
#15197 posted by adib [179.227.44.57] on 2015/08/10 23:53:29
It was Kell's I was looking for! Thanks!
 It Was A Feature In In The Shadows
#15198 posted by onetruepurple [93.105.177.123] on 2015/08/11 00:10:33
 Adib
#15199 posted by total_newbie [178.5.92.22] on 2015/08/11 13:52:18
Glad I was able to help someone out for a change. :)
 Light
#15200 posted by Rick [75.65.153.192] on 2015/08/12 02:27:08
Something I don't know, -light (as used in worldspawn), -minlight, and -gate, numbers are talked about, but I don't remember ever seeing what the range was. For example, if -gate 5 is set, what does that mean? 5% or 5 on a scale of 0-255 or something else?
Confusing because -gate default is .001, that seems like an awfully tiny amount. I've used as high as 30 without seeing much difference.
#15201 posted by necros [46.166.186.245] on 2015/08/12 02:41:28
gate means that when light goes below the level specified, it is set to 0.
this is to stop delay 2 and 5 lights from going on forever.
make a box map with a regular light with brightnes 200 and try different gate settings to get an idea.
 Lip Is Weird, Or Is It Just Me.
#15202 posted by ptoing [93.216.235.34] on 2015/08/12 07:26:17
I am a virtual noob when it comes to Quake map making (I made a few DM levels back in 96/97 and tinkered around a bit in 2002 or so and that's it).
So I did a little test thing where I wanted to make a rising staircase with floating platforms. I used func_door and set the lips and all is well, apart from the first platform. This one should rise up out of the floor by 16 units so that the underside of it is flush with the floor. But setting it to lip 0 does not work, instead it uses the default of 8 and thus starts already half out of it's starting hole.
I figured out that setting the lip to 0.01 works fine and looks flush as well.
I was just wondering what is going on here? Is this some kinda of bug?
 Not Exactly
#15203 posted by Preach [77.99.55.146] on 2015/08/12 08:30:26
When you leave a value unset in Quake, two separate parts of the system assign it a default. First, the engine changes all blank values to zero. Then the QC script tries to detect unset values to apply a custom default, but it can't distinguish between the field being unset and it being set to 0 explicitly. So it's a big storm of unfortunate design, and your workaround is about all you can do...
#15204 posted by ptoing [93.216.235.34] on 2015/08/12 11:03:38
Thanks. Good to know. The 0.01 thing works pretty well.
 Wasn't
#15205 posted by ijed [200.73.66.2] on 2015/08/12 13:43:26
-0 the workaround for this?
#15206 posted by mfx [78.49.223.227] on 2015/08/12 14:35:08
Wont work.
#15207 posted by Rick [75.65.153.192] on 2015/08/12 15:16:41
So far, no one knows about the range(s) for the light values?
I had that problem on some steps in Wish 13, I assumed it was a bug. In my case, the player can't see the actual size of the steps, only the upper 16 units, so I just made the first one 8 units taller than it needed to be.
#15208 posted by Scampie [72.12.65.92] on 2015/08/12 15:38:22
I use -gate 10 on all my maps without seeing any difference other than tyrlight finishing faster, so at the very least, '10 light units' is really really dark...
I don't really know what light levels really are in a numerical sense, I just set my lights however they look nice :D
#15209 posted by Rick [75.65.153.192] on 2015/08/12 18:17:39
Pretty sure it's 0-255 because that's the range of values in a Quake screenshot taken with r_lightmap 1. Although the compiler default cutoff of .001 doesn't make much sense in that context.
 Did Some Tests :D
#15210 posted by ptoing [93.216.235.34] on 2015/08/12 20:54:17
So, I made a texture which has all the colours in order (apart from the fullbrights, those do not matter here)
Textured a wall with it and plopped a light in the room with delay set to local minlight.
Then I put in different light values to see when stuff changes. I took screenshots and compared it to the colormap.lmp
The colormap basically has 64 steps (63 really since the middle 2 steps are the same.)
I did this test using Winquake, because that is of course more accurate when it comes to the original colours. I did some initial tests in Quakespasm, but even in 16bit mode the colours are pretty off and not accurate to the actual palette ones.
So here are my results of the extremes.
0-5 BLACK
0-239 NORMAL COLOUR RANGE
240-255 ORIGINAL TEXTURE COLOURS (FULLBRIGHT) (technically the later range is already in the overbrights here)
256-487 OVERBRIGHTS
488 and beyond BRIGHTEST OVERBRIGHT
This is just for evenly applied lighting though and the stepping seems to be kinda wonky, must be some weird maths in there.
Once you throw actual lighting scenarios and different attenuation models into the mix things of course are a lot different.
 "Backup Past 0"
#15211 posted by DaZ [92.19.150.160] on 2015/08/14 06:22:57
In the latest QuakeSpasm in a certain area of my level this "Backup Past 0" gets spammed to the console. I've never seen this before in my life and it has me puzzled :P
No errors, crashes, glitches or anything, just this message getting spammed in one area of the level.
#15212 posted by necros [184.151.190.249] on 2015/08/14 13:59:27
Post 580 on coding help.
 .
#15213 posted by [Jimbo] [173.66.48.102] on 2015/08/15 05:19:45
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner?
Followup: can I set a trigger to fire when a monster touches it?
Thanks
#15214 posted by necros [109.201.154.210] on 2015/08/15 05:36:57
 .
#15215 posted by [Jimbo] [173.66.48.102] on 2015/08/15 05:58:29
excellent.
Thank you :D
 Turning Off A Blinking Light
#15216 posted by Rick [75.65.153.192] on 2015/08/15 06:20:06
Is this impossible? I have one flickering light (style 10) that I want to turn off, but I can't. It has a targetname and there's a trigger_once that targets it. I've tried regular targeting and killtarget, but it just keeps blinking. If I make it a normal light everything works as expected. I must be missing something.
 Rick
#15217 posted by ericw [108.173.17.134] on 2015/08/15 07:10:10
Impossible, although I think it can be done with custom qc (not confirmed though. Has any mod ever done that?)
#15218 posted by necros [109.201.154.210] on 2015/08/15 08:38:55
it could be done by making a normal switchable light that is continuously targeted by a trigger_relay
light
targetname: flash
trigger_relay
target: flash
targetname: flash
delay: 1.0
trigger_once
target: flash
starts the flashing
trigger_once
killtarget: flash
stops (permanently) the flashing
#15219 posted by Spirit [92.196.93.155] on 2015/08/15 09:10:46
Jimbo, if it moves automatically and can't be blocked, you could used a timed trigger.
 Rock_brown
#15220 posted by total_newbie [178.5.92.22] on 2015/08/15 12:23:48
Where is the rock_brown texture originally from?
 Jimbo's Train Problem
#15221 posted by Preach [77.99.55.146] on 2015/08/15 17:10:13
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner
New blog post: https://tomeofpreach.wordpress.com/2015/08/15/func_train-locational-triggers/
Actually, while writing that I thought of an alternate approach involving spikeshooters and logic gates, with the "cage" being changed to a "blast shield" which blocks the path of the spikes until the train reaches a certain point. So if the posted way is no good and you'd like me to elaborate, let me know...
 What To Do...
#15222 posted by oGkspAz [196.210.178.122] on 2015/08/15 21:14:55
Although not an editor/entity/how do I do this type of question, I still need some opinions on what I can do here. ie. I need help with my map =P.
I have made a small courtyard type area with a small wall skirting it and clipped so you can't go further, but I can't think of any decent ideas how to finish it off visual wise. I've tried a cliff face up but that looked a bit dodgy. (I may have messed up a few things as that build also gave a ton of errors) A void type idea also seems wrong.
Any feedback is always welcome.
Test shots : http://imgur.com/a/yIWkK
#15223 posted by necros [109.201.152.225] on 2015/08/15 23:16:37
nb: the screenshot thread is actually for this kind of question
anyway, you could try putting cliffs there, but pushing them back from the wall by putting a river or something.
#15224 posted by Rick [75.65.153.192] on 2015/08/15 23:45:05
Easiest thing would be to use a skybox and make it some kind of void map. Adding terrain outside the walls, you will end up needing a bunch of brushwork to look decent. Some kind of combination of brushes and skybox, along with a judicious amount of fog could look good also. You could even put it inside a giant underground cave. There's lots of possibilities.
#15225 posted by unbirthday [87.115.250.26] on 2015/08/16 13:05:02
In the latest netradiant (1.5.0n compiled Jun 21 2015) for quake 1 mapping (not tried quake 3) brushes at 45 degree angles have their texture off by 90 degrees (usually). If I set the texture to -90, then it sometimes realigns. In other cases, I just can't get it to realign, even at other angles and shifts. Frustrating. Seems like a bug, but not sure. Should I contact ingar, the build author?
I wanted to post this on insideqc, but my account is not registered. I made the acount 2 years ago, so if anyone has admin/mod rights, could you please approve my account. Same username.
Relevant screenshot: http://imgur.com/KhsYn5m
#15226 posted by JneeraZ [174.109.106.46] on 2015/08/16 13:30:36
This is a traditional Quake problem. Trying passing "-oldaxis" (or something like that) to your BSP compiler. Might fix it.
 @WarrenM
#15227 posted by unbirthday [87.115.250.26] on 2015/08/16 13:45:02
Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?
Just tested -oldaxis, god that is damn useful. Thanks for that.
#15228 posted by Rick [75.65.153.192] on 2015/08/16 14:01:06
That's odd, I've used Netradiant and Fitzquake/Quakespasm for years and have never had that problem.
I do use an old version of Netradiant though, from 2012 I think. I used Bengt Jardrup's qbsp until changing to txqbsp_xt, never with -oldaxis.
I do remember having that problem when I first started making Quake maps. That was probably the original Worldcraft and Id's qbsp though.
 Re: Lighting For First Timers
#15229 posted by oGkspAz [196.210.178.122] on 2015/08/16 14:02:03
I have had a look around this (massive) thread but so far have only found these two Lighting tutorials:
https://goo.gl/kLPFuq (Spawnhost)
https://goo.gl/scVY9o (Shores of Nis)
Now these are fine for "what commands are available to me" but don't really seem to do much on the "what happens when I" or "how can I best do" fronts.
So far Tyr's site for his utils have been of more use to me.
Are there any others that I should be aware of?
I have even contemplated making a bunch of cubes connected with a plain passage and then adding a single light in each with various light and wait settings just to see what happens with each.
 Lighting A Map...
#15230 posted by FifthElephant [82.24.73.240] on 2015/08/16 14:08:23
IMO some of the best examples of lighting used to guide a player can be found in the Portal games.
 OGkspAz
#15231 posted by Spirit [92.196.95.17] on 2015/08/16 14:34:47
Using shortened links like that is the perfect way of making links break and sites hard to find...
#15232 posted by necros [174.113.85.164] on 2015/08/16 15:40:30
Huh... I should edit my guide... When I wrote it, mh's light was the only modern one around. :P
#15233 posted by JneeraZ [174.109.106.46] on 2015/08/16 16:43:42
"Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?
Just tested -oldaxis, god that is damn useful. Thanks for that. "
It has to do with Quake's automatic texture mapping and how it decides which axis to use when it encounters a 45 degree angle. There was never a consensus reached so compilers offer that switch to compensate.
 Sky Fog Help
#15234 posted by adib [177.133.252.15] on 2015/08/18 06:27:08
Please, is there a way to set r_skyfog on worldspawn? I'm using MarkV. Already tried _skyfog, skyfog and even (desperate) r_skyfog. None of them work.
#15235 posted by Rick [75.65.153.192] on 2015/08/18 16:59:29
It can be done by putting it in a quake.rc file, and running the map as a separate game mod. I don't know of any way to just include it in the bsp file.
 Actually...
#15236 posted by necros [46.166.186.239] on 2015/08/18 17:28:35
#15237 posted by Rick [75.65.153.192] on 2015/08/18 20:40:35
Why is that anyway? QBSP will store the key/value pair in the bsp file. Could using it be added to the next version of Fitzquake/Quakespasm?
 Necros
#15238 posted by adib [186.228.0.26] on 2015/08/18 20:40:37
Neat! Worth a try.
#15239 posted by Spirit [92.196.61.57] on 2015/08/18 21:25:30
unbirthday, re-register please, no such username at i3d/iqc.
 Rick
#15240 posted by ericw [108.173.17.134] on 2015/08/18 22:04:06
After stalling on this for a long time, I added a "_skyfog" worldspawn key to Quakespasm recently, to be included the next release. Also, _wateralpha,_lavaalpha,_slimealpha,_telealpha.
 \o/
#15241 posted by ptoing [79.248.180.85] on 2015/08/18 22:19:08
Could you also add the fov thing on viewportmodels that FQMKV has? That's a neat feature and makes the weapons at higher fov not look weird.
#15242 posted by Spirit [92.196.61.57] on 2015/08/18 22:30:18
Try fov_adapt
 Kinda Works,
#15243 posted by ptoing [79.248.180.85] on 2015/08/18 22:45:02
but not quite as good.
 Wow
#15244 posted by Rick [75.65.153.192] on 2015/08/18 22:45:19
Good stuff just keeps coming. Separate alphas for the different liquids also? Man, that's great.
 Small Question About Relays
#15245 posted by ptoing [79.248.180.85] on 2015/08/19 23:51:00
So I made a trigger which triggers a bunch or relays which trigger lights with a staggered delay. I set the relays to have sound but they do not play any. What gives?
 It Can't Play Sounds
#15246 posted by Scampie [72.12.65.92] on 2015/08/20 00:35:51
trigger_relay's .qc code is
void() trigger_relay =
{
self.use = SUB_UseTargets;
};
Literally all it does is 'use' (trigger) it's targets. That's it. No sounds or anything else fancy.
--
There's some entity hack stuff you can do to make an info_notnull play a sound, so you could target that and it will play your sound. Give it the following properties:
"use" "train_wait"
"wait" "-1"
"noise" "boss2/sight.wav" (or whatever sound, look in the .pak files for the names)
The sound must be precached, or your map will crash, so make it a sound that another entity in your map plays, that entity will precache the sound for you. For instance, the sound I used was from boss2, who is Shub, so I would need to place Shub in my map somewhere to use the sound.
#15247 posted by ptoing [79.248.180.85] on 2015/08/20 01:11:49
Thanks, that works. Was just confused because in the .fgd I got (the one DaZ made for JH) there is a dropdown for sound style on relay_triggers.
#15248 posted by necros [46.166.190.181] on 2015/08/20 02:14:19
you can trigger a trigger_once/trigger_multiple by giving it a targetname. then you can add any sounds you want to it. use the 'notouch' flag so you can't accidentally walk into it.
 Err
#15249 posted by DaZ [92.19.148.67] on 2015/08/20 02:27:57
What entity makes the "large Switch" sound then? Like the sound in e1m1 as the lights turn on as you go down the slime room with the 3 buttons.
 Daz
#15250 posted by ericw [108.173.17.134] on 2015/08/20 02:30:38
Quark tells me "sounds" "3" on a trigger_once/multiple makes the "large switch" sound :)
There's also 2="beep beep" 1="secret" 0=none
#15251 posted by Scampie [72.12.65.92] on 2015/08/20 02:33:13
the trigger volumes do.
 WHAT ERICW SAID
#15252 posted by Scampie [72.12.65.92] on 2015/08/20 02:33:42
 Poor Daz
#15253 posted by necros [46.166.190.181] on 2015/08/20 02:34:25
the jam has really taken a toll on him. :P
#15254 posted by Spirit [92.196.48.85] on 2015/08/20 15:37:26
What's going on with the multiple maps in jam6 trying to load CD track 1? It does not exist, first track is 2. Some editor definition file using 1 as default? Noticed it with ericw/tronyn's and warren's.
#15255 posted by ptoing [79.248.180.85] on 2015/08/20 16:04:34
Maybe they are hankering for some good old bit screeching.
#15256 posted by JneeraZ [12.252.11.134] on 2015/08/20 16:08:56
Must be a default, I never set it.
 Z-fighting
#15257 posted by total_newbie [178.5.226.52] on 2015/08/20 16:59:02
What causes z-fighting and how does one avoid it in creating a map?
#15258 posted by ptoing [79.248.180.85] on 2015/08/20 17:12:23
Z-fighting is cause when faces of brushes overlap. In general this will only happen with things like func_door, func_plat etc.
So if you make a door or a platform make sure that none of the visible faces are level with other visible faces. This means that you should model in recesses for your platforms and doors to go into in most cases.
 Thanks For The Fast Response, Ptoing
#15259 posted by total_newbie [178.5.226.52] on 2015/08/20 17:19:46
So what about having two world brushes with overlapping faces that the player can see? Will this ever result in z-fighting? And if not, is there any rule to which of the two faces (i.e. which texture) is seen in-game?
#15260 posted by ptoing [79.248.180.85] on 2015/08/20 17:28:20
with world brushes you should not have them overlapping in such a way that parts of faces which will be seen are flush. You don't know and then engine does not know, hence the z-fighting. I think the gl_zfix thing only sets worldspawn to a higher prio than entities.
#15261 posted by total_newbie [178.5.226.52] on 2015/08/20 18:06:33
Ok, thanks for clarifying. I'm working on structure where it's kind of tricky not to have any visible surfaces overlap, especially without splitting the brushes into tiny components -- but I guess I'll have to figure it out somehow, then.
Thanks again!
#15262 posted by ptoing [79.248.180.85] on 2015/08/20 18:14:44
Feel free to upload a work in progress of your .map and I can have a look at it and let you know what might be problematic.
 Thank You!
#15263 posted by total_newbie [178.5.226.52] on 2015/08/20 18:37:36
That's very kind of you, but at the moment I'm still too embarrassed to show anything I've made.
I might take you up on the offer when things look less messy ... but that's going to take a while at my pace.
 World Brushes Z-figiting
#15264 posted by ericw [108.173.17.134] on 2015/08/20 19:10:22
shouldn't happen. Here's a test:
http://imgur.com/a/McOtQ#Ce5LmYE
qbsp has a step where it CSG-subtracts each brush against each other brush. I think they're done in map file order, so the first brush I added there clips away the corner of the second brush.
The gl_zfix cvar in quakespasm was pushing each face of bmodels (so func_wall/func_door, etc.) out by a small amount, but it's disabled now becuase it caused arifacts making some secrets visible, and caused mappers to put z-fighting in their maps inadvertently.
#15265 posted by ptoing [79.248.180.85] on 2015/08/20 19:14:46
No problem :)
 Eric
#15266 posted by ptoing [79.248.180.85] on 2015/08/20 19:17:10
That is still kinda bad practise though, right? Plopping worldspawn brushes together like that. Esp. since you do not want to keep track of which brushes were placed earlier.
So in most cases like that you should still cut one of the brushes up into smaller parts, right?
#15267 posted by ericw [108.173.17.134] on 2015/08/20 19:36:56
yeah, it's best to avoid - messy map file. But if it's hard to avoid overlapping world brushes, the compiler will deal with it.
#15268 posted by total_newbie [178.5.226.52] on 2015/08/20 20:17:52
Thanks for the extensive responses, ericw and ptoing.
#15269 posted by ptoing [79.248.180.85] on 2015/08/20 20:22:48
That's what this place is here for :D
 Warped Textures On Irregular Faces
#15270 posted by total_newbie [178.5.226.52] on 2015/08/21 02:11:32
I've noticed that on some angled brush-faces, the brick texture I'm using is warped -- as in, the vertical lines on the texture (the short part of the bricks) are diagonal instead of vertical. No amount of changing the texture angle/size/X/Y-offset seems to help...
Is there any way of fixing/avoiding this? I'm using TrenchBroom 2 on Linux.
#15271 posted by ptoing [79.248.180.85] on 2015/08/21 02:46:03
I dunno about TB2, but Jackhammer has very good texture alignment tools and there is a Linux build, so maybe worth looking into that.
#15272 posted by Rick [75.65.153.192] on 2015/08/21 02:54:30
I *think* that's something the "Valve 220" texture alignment fixes. And I *think* TrenchBroom supports it.
At the moment I use Netradiant, but I seem to remember somebody here sending me a map a year or so ago when I was trying TB1 that showed how it looked, and I remember being surprised how much better it was at aligning textures on angled and rotated surfaces.
Make a backup copy of your map if you try something like that, it may not be reversible.
 Viewpos
#15273 posted by Rick [75.65.153.192] on 2015/08/21 09:30:14
I can't believe I've been mapping all this time and just discovered this. Makes positioning info_intermission easy.
Turn on noclip and find a good view. Open the console and enter the "viewpos" command (no quotes). Write down the numbers:
(origin) mangle
Enter these in your map for an info_intermission - Done.
 Newbie
#15274 posted by SleepwalkR [80.187.106.25] on 2015/08/21 10:01:34
That's a result of the way textures are projected onto faces in Quake. Your only option is to use the Valve 220 map format, which TB2 supports. However there's no conversion function yet, but I could implement one.
 Valve 220
#15275 posted by total_newbie [178.5.226.52] on 2015/08/21 13:05:40
Thanks very much, ptoing, Rick and SleepwalkR, for your responses.
SleepwalkR, how does one go about using the Valve 220 format? I can't see any option for enabling it. Is it enabled by default? Or is it something one specifies when compiling?
 You Must Choose
#15276 posted by SleepwalkR [130.149.243.224] on 2015/08/21 14:27:45
when you create a new map. In the game selection dialog, when you select Quake, you see a dropdown list below the game list where you can choose between Standard and Valve 220 map formats.
 Thanks For Explaining
#15277 posted by total_newbie [178.5.226.52] on 2015/08/21 14:52:25
Does that mean I'm now stuck with standard format in the current map I'm working on, at least until you implement conversion? D'oh.
I tried opening a new .map in Valve format and copy&paste-ing my current map into the new file, but it doesn't work -- it says
Unable to parse clipboard contents: (line 2, column 1)Expected '(' or ')', but got 'classname'
I'm guessing that's because you can't (currently) copy&paste between the two formats in TB2?
 Yeah, That Doesn't Work
#15278 posted by SleepwalkR [130.149.243.224] on 2015/08/21 14:59:23
First, I need to write a converter. Maybe I can squeeze one in tonight, because converting from Standard to Valve 220 is easy. The converse isn't, though.
 That Would Rock
#15279 posted by total_newbie [178.5.226.52] on 2015/08/21 15:32:29
 FifthElephant
#15280 posted by SleepwalkR [93.209.80.146] on 2015/08/22 00:43:30
You'll be happy to know that the old way to draw brushes is coming back in TB2. You will have to enable the brush tool to do it, but then you can just bang out the brushes by dragging as usual. The new mode is only activated if you hold shift while clicking or dragging.
 SW
#15281 posted by FifthElephant [82.24.73.240] on 2015/08/22 21:36:06
that does indeed make me happy. Getting the brush mode to work has been a bug-bear of mine though. I've struggled to make brushes in TB2 in 3d view. Also, it would be nice to see a return of the 64x64 unit brush as a starting point when you start working on a new map.
 BSP2 And +-4096 Boundary
#15282 posted by necros [109.201.154.191] on 2015/08/22 22:21:02
I was under the impression that BSP2 removed the original +/- 4096 loop boundary but this still happens to me in BSP2 compiled maps. Does it require engine support too? I'm using QS 0.90.1
#15283 posted by onetruepurple [93.105.176.121] on 2015/08/22 22:24:54
BSP2 does not remove the 4096^3 boundaries.
#15284 posted by necros [109.201.154.191] on 2015/08/22 22:26:27
ohh whoops, i thought those two were kind the same thing. :S
#15285 posted by onetruepurple [93.105.176.121] on 2015/08/22 22:27:55
Caught me by surprise too when I found about it.
#15286 posted by JneeraZ [12.252.11.134] on 2015/08/22 22:41:40
No, the 4096 is tied into the networking protocol and other things I believe. Would be hard to remove. :-/
 Yeah
#15287 posted by metlslime [67.169.151.72] on 2015/08/22 22:52:27
map format already supports larger map sizes, it's the network protocol that is the limiting factor.
I didn't add this feature to protocol 666 because I couldn't think of a good way that wouldn't make packet sizes bigger for normal-size maps. This means you'd get a packet overflow on some older maps that wouldn't overflow on protocol 15.
 Fifth
#15288 posted by SleepwalkR [93.209.76.92] on 2015/08/22 23:58:35
The empty map will contain an initial room at some point in the future. If you want to testdrive the new / old create brush tool, I can upload a new build that contains it.
 For Those Who Care About Software Render
#15289 posted by adib [177.205.238.232] on 2015/08/23 17:03:35
Mankrip, da man behind Makaku and Retroquad engines, runned my jam 6 level and reported two bugs that pop in software render.
The mipmaps of my fixed rock_brown texture were wrong. I used Wally to edit the wads. Apparently the default settings for Remip Deluxe doesn't work well with Quake software render. I had to go to View / Options / Remip and click the "Use Quake Lookalike Settings" button.
Also, liquid textures bigger than 64x64 get distorted by software render. I was using *lava4a. For full compatibility, I'm changing to *lava1.
DLC will have both fixes.
 Mce.bsp By Negke
#15290 posted by ptoing [79.248.180.85] on 2015/08/23 20:56:14
How are those custom ammo boxes done, given that this is just a bsp file?
#15291 posted by Scampie [72.12.65.92] on 2015/08/24 07:23:49
Do Fitz/QS engines have a command to turn off .lit support? Something to easily see what a map looks like without colored lighting (even if you have to reload the level)
#15292 posted by ptoing [79.248.180.85] on 2015/08/24 15:27:42
Hm, just went through all the commands and such in QS, not Fitz though, but QS does not seem to have this. Would be a cool option. Something like r_uselit.
The fastest way now is to rename the lit file to something like lit~ and then restart the map in QS. A bit tedious, but it works. Also damn, some maps look horrible without the lit file, like Skacky's Jam5 map. Super blown out. I think it has to do with the thing that ericw mentioned a while back somewhere about using dark lightcolours.
#15293 posted by Spirit [92.196.85.12] on 2015/08/24 15:41:00
Unless you are using BSP2, reQuiem has gl_loadlitfiles 0/1 (also available in the menus).
#15294 posted by metlslime [159.153.4.50] on 2015/08/24 20:23:04
Also damn, some maps look horrible without the lit file, like Skacky's Jam5 map. Super blown out. I think it has to do with the thing that ericw mentioned a while back somewhere about using dark lightcolours.
That's suprising, i would have assumed that the non-colored version of the lighting would just desaturate the color while keeping the apparent brightness.
#15295 posted by ericw [108.173.17.134] on 2015/08/24 20:34:26
It could have to do with how .lit support was added to tyrutils, the bsp lighting didn't use the _color keys at all. I changed it, for the next release of my fork, to average the RGB components of the ilt sample to get the greyscale value for the bsp.
 Ericw
#15296 posted by ptoing [79.248.180.85] on 2015/08/24 20:39:27
That's a very good solution for sure. And great work on the compile tools in general.
 RGB Is Terrible For Almost Everything.
#15297 posted by Spirit [217.110.228.210] on 2015/08/24 21:03:37
Careful with averaging RGB, that would give you some weird results. You rather want to calculate the (perceived) lightness of the color. I would need to go through my docs but if you can't find a good solution give me a nudge.
I wonder if the weird green tint on explosions/dynamic lights when playing games with (reddish?) lit files is also due to this. Noticed it a lot in the jam6 maps with QS.
 Argh
#15298 posted by ericw [108.173.17.134] on 2015/08/24 21:22:36
Actually it looks like averaging won't work..
The constraint is the LightNormalize function that MarkV is using (Baker mentioned that he took it from some QW engines). It scales the lit data based on the bsp file lighting, supposedly to prevent cheating in MP by using a fullbright lit file.
I looked at it again and, to prevent MarkV from scaling the lit data, the bsp needs to contain max(r,g,b). This kind of sucks because it forces your bsp to have overblown greyscale lighting, or else have potentially distorted colors in MarkV.
#15299 posted by metlslime [159.153.4.50] on 2015/08/24 21:24:14
1. as Spirit says, don't just do a staight average of RGB. Try instead using one of the formulas from here: http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color
2. Spirit, regarding the green tint on explosions, this happens because the explosion is blowing out the lightmap to white. At the edges of the explosion, only certain color channels are blown out, so you get different colored rings around the explosion based on the color of the explosion and the color of the pre-existing lightmap. To preserve the color better, probably an engine would have to calculate the correct color first for each lightmap point, then clamp all 3 channels to different values to preserve it.
 Also Spirit
#15300 posted by ericw [108.173.17.134] on 2015/08/24 21:29:06
I wonder if the weird green tint on explosions/dynamic lights when playing games with (reddish?) lit files is also due to this. Noticed it a lot in the jam6 maps with QS.
I think I see this with the rocks in jam6_daz, pretty sure it is completely normal (the rocks have a bit of green in them, the explosions are white so the orange tinted lighting briefly changes to white)
 Yeah.
#15301 posted by ptoing [79.248.180.85] on 2015/08/24 21:34:53
I think it is more of an optical illusion as well. Partly the rock colours, partly the amount of red on screen getting your retinas to get cyan/greenish afterimages a bit.
If you look at this shot with it looks a bit greenish on the rim of the light sphere.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/lighting_1.png
When looking at it with lightmap only it is a lot more yellow looking, and there really are no greens as such, but some dirty yellows.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/lighting_2.png
 How Cool Is That
#15302 posted by Spirit [217.110.228.210] on 2015/08/24 22:03:48
Contrast/complement effect from red tinted faces? Someone should test if we see red if the lights are rather green.
#15303 posted by ptoing [79.248.180.85] on 2015/08/24 23:17:27
Just made a quick test room with greenish cyan light.
Plop in there and shoot some rockets at the walls. Esp the blue wall looks weirdly purple-ish. So it seems like it does work at least a bit.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/complementtest.bsp
 Missing Lit File Please
#15304 posted by Spirit [92.196.12.90] on 2015/08/25 16:35:51
 Derp.
#15305 posted by ptoing [79.248.180.85] on 2015/08/25 16:57:13
 Beyond 4096
#15306 posted by necros [172.98.67.14] on 2015/08/28 17:33:45
which engines support both bsp2 and > 4096 boundary protocol?
i checked the usual suspects: DP and RMQE but neither supports BSP2.
Prefer a stock-alike engine if possible.
#15307 posted by Spirit [80.187.110.162] on 2015/08/28 18:12:16
Fteqw should do, you can make it very stock like too. Quakeforge might do it too, not sure though. DP does support bsp2 though, did you use an old version.
#15308 posted by necros [172.98.67.14] on 2015/08/28 19:14:29
thanks spirit, what is quakeforge?? will need to google that shizzle.
i thought DP did bsp2?? but it said unsupported type. although, now I look at the build, it says it's from june 2011. so yeah, probably an old one.
grabbed the 20140513 build, loads the map, but geometry flickers like mad: http://shoresofnis.com/temp/jam620150828131103-00.jpg :(
#15309 posted by Johnny Law [50.242.126.113] on 2015/08/28 19:34:36
BSP2 support (allegedly): DarkPlaces, QuakeSpasm, Fitzquake Mark V, qbism Super8, latest automated build of FTE, TyrQuake from 2013 or later, and QuakeForge.
 DP Flickering Bug
#15310 posted by ericw [108.173.17.134] on 2015/08/28 19:35:36
try "r_useportalculling 0"
#15311 posted by Spirit [92.196.50.72] on 2015/08/28 20:03:03
ouch, same here. It also spammed more than 500 times "Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away".
Quakeforge is pretty awesome. Very non-standard though in terms of getting it properly configured (at least on Linux). It deserves a lot more attention.
#15312 posted by Spirit [92.196.50.72] on 2015/08/28 20:16:02
I moved the BSP2 page from Quaddicted to http://quakewiki.org/wiki/BSP2 , edit ahoy please
#15313 posted by necros [172.98.67.14] on 2015/08/28 20:41:05
works perfectly, thank you ericw!
 Wvis
#15314 posted by madfox [84.84.178.104] on 2015/08/28 23:07:29
Would waiting longer be of any use?
 Throw Me An EMail Plz
#15315 posted by rebb [91.35.78.72] on 2015/08/28 23:26:04
How complex is the map ? Are you making use of detail-brushes ?
Did you try compiling it with TyrUtils ?
 Says I With No EMail Set In The Account.
#15316 posted by rebb [91.35.78.72] on 2015/08/28 23:33:09
rebb at voidspark net
 Quiet
#15317 posted by madfox [84.84.178.104] on 2015/08/28 23:53:42
complex, cut out all extra brushes to reach limit, was bound to bjp_tools_xt_290914 latest tools and would only light with tyrutils015_win32.
I get the feeling only the old vistools will help me out here, and the experience is one week.
I'll send you the map, thanx for your answer.
 Madfox
#15318 posted by negke [31.16.58.231] on 2015/08/29 09:37:36
Did you notice post #15023? Asaki is offering to help you with your QC trouble. By the way, the email address and website url on your profile is outdated.
 Neg!ke
#15319 posted by madfox [84.84.178.104] on 2015/08/29 21:19:56
I know. I will send Asaki the info.
And yes, my email was outdated and meanwhile I'm restoring my new website.
 No Spawn Function For Func_dm_only
#15320 posted by adib [177.17.33.226] on 2015/09/01 03:00:40
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.
Any ideas? I believe id1 progs.dat should have this entity...
#15321 posted by necros [108.61.228.40] on 2015/09/01 04:43:53
not in my copy of the source code. i've also never heard of it.
i think you can simulate this effect by checking all 3 of the not easy, medium, hard skills.
 Necros: O_o
#15322 posted by adib [177.17.33.226] on 2015/09/01 06:18:06
Wow, that worked. I thought the skill checkboxes had no relation with deathmatch yes/no. Or at least that would fail in nightmare skill (not easy, not medium, not hard).
I already had a logic gate setup working. Got back here just to say it. But now I'm deleting it. Just have to be sure if the 3 checkboxes work for every entity (even those where Jackhammer UI doesn't show the checks).
#15323 posted by necros [173.199.65.52] on 2015/09/01 06:22:11
if you are missing checkboxes, you can just manually set the 'spawnflags' field to '1792'. this is the bits 256, 512 and 1024 added together. you can do this for any combination of flags.
 Gamemodes
#15324 posted by oGkspAz [41.149.74.226] on 2015/09/01 11:56:10
I imagine this is impossible in Quake but QIIIA had options for DM only, TDM only etc. If this is not possible, it would have been a great addition.
 DM Only
#15325 posted by FifthElephant [82.24.73.240] on 2015/09/01 13:45:18
I think setting flags of "not in easy, medium or hard" is the only way to do this?
 Yes
#15326 posted by ijed [200.73.66.2] on 2015/09/01 13:57:59
That's how it's done.
 "nan"?
#15327 posted by total_newbie [178.5.226.52] on 2015/09/01 14:41:57
Not sure if this should go here or in the TrenchBroom thread...
Just created something in TrenchBroom, saved it, and when I tried to open it again, it gave me an error saying
(line 441, column 107)Expected integer or decimal, but got 'nan'
So I opened the file in a text editor and on line 441 one of the coordinates is indeed "nan" -- but in also in a few other places as well. I am guessing "nan" means "not a number" or "not a valid number"; is this correct?
How on earth does this happen, and how can one fix it? Should I replace all instances of "nan" with something else in my text editor, and if so, with what?
(I should perhaps also mention that I have done nothing really intricate in this map; no rotation; everything on grid.)
 Mighty Need For Rock Brushes Tips
#15328 posted by Daya [90.1.174.45] on 2015/09/01 16:50:35
Okay, so this problem has been tormanting me ever since I started quake mapping: believable, compileable rock brushes.
How can I make believable enough rock brushes (not blocky) and still get vis to work? I'm wasting my time on my rejected jam6 map because of this shit.
 Find Rocks U Think Look Good And Copy Them
#15329 posted by czg [213.113.210.124] on 2015/09/01 16:51:52
 Sock Has Guides
#15330 posted by Spirit [80.187.99.181] on 2015/09/01 16:57:31
 Ask Me How
#15331 posted by adib [200.217.4.26] on 2015/09/01 19:48:31
I like mine, really.
http://s3.photobucket.com/user/amurad/media/Games/jam6_18b_zpswa4ketjr.jpg.html?sort=3&o=2
They were made like this:
http://www.simonoc.com/pages/articles/rockwall1_1.htm
Golden rule: as long as you skew faces, you're safe.
In other words: if you're going to move vertices, you have to move all vertices in a surface together. And I said MOVE, not rotate.
 Even Better
#15332 posted by adib [200.217.4.26] on 2015/09/01 19:59:34
Platinum rule: your brush is always valid if all faces are parallelograms, all vertices are on grid and at least two faces are parallel to orthogonal axis.
Meaning that if you make a cube you can skew its faces at your will, it will compile.
Of course you're not skewing a face across its opposite; in this case you're just trying to troll me.
 Trisoup!
#15333 posted by ijed [200.73.66.2] on 2015/09/01 20:02:00
Make a cube out of 4 sided brushes (pyramids, not prisms). That can then be duplicated and manipulated to your heart's content to produce whatever formations of rocks you like.
#15334 posted by Rick [75.65.153.192] on 2015/09/01 21:15:17
For tri-soup walls and floors use 3 sided prisms/columns and move the vertexes on one end up/down (or in/out if walls). In my Jam6 map you can see how I tri-souped the walls, floor and ceiling.
There's also some randomly formed off-grid rocks that seemed to compile fine.
With careful clipping I made some columns/prisms where all the sides are formed by triangles. You can drag the vertexes around to make interesting shapes, just keep the brush convex and the ends flat. Cap the flat ends with stubby pyramids to give them a rounder look.
 Yes
#15335 posted by adib [186.228.0.26] on 2015/09/01 21:15:18
Triangular faces are always valid. Diamond rule.
 Decorative Items/objects
#15336 posted by damage_inc [24.144.116.174] on 2015/09/01 22:05:21
How much can you actually build using brushes? For example, say you were building a medieval style map and wanted wooden barrels, wheeled carts, crates, signs or metal light fixtures etc... can you build all that detail with no problems?
What I mean by "crates" is, beyond a six sided cube with a crate texture applied. A crate that has some dimensionality to it.
Engines are more advanced, limits are increased(providing openness and crazy architecture) as well as lighting being dramatically improved. But beyond that, there is very little in the way of filling the environment with anything more than monsters still!
#15337 posted by Lunaran [24.180.199.42] on 2015/09/01 23:08:10
trisouping makes for really wonky slopes and ramps that are very awkward to walk on. collision with lots of strangely angled walls also feels very catchy and jagged. it looks nice but it works a lot better in quake3.
use flat floors, big ramps at compiler-friendly slope ratios, and lots of small steps if you really need to break up a floor with geometry. make your cliffs out of irregular hexagonal and pentagonal prisms (with the corners on-grid and the faces also on compiler-friendly slopes) and only slant the tops and bottoms.
you will be entirely forgiven (by me at least) if your rocks look a little "quakey" but have smooth solid collision.
 Mapping Tip Of The Day
#15338 posted by Preach [77.99.55.146] on 2015/09/01 23:26:20
So you want to cast a shadow invisibly, like the Q on the ground in e1m5? If you're using a compiler which supports _shadow, you've probably thought of doing it with a func_wall that you then killtarget, or even hacking the entities in the bsp and deleting the func_wall. But there's an easier way! Instead of making the shadowcaster a func_wall, just give it the classname info_null, and the QC will remove it for you, no mess, no fuss.
 Rocks
#15339 posted by ijed [200.73.66.2] on 2015/09/01 23:42:07
I liked the rocks in Daz' brimstone mapjam entry - they looking volcanic rock-like despite being angular and quakey.
Making really big lumps of strata looks good and doesn't leave you with micro-clip floor problems.
 @ijed
#15340 posted by adib [200.217.4.26] on 2015/09/02 00:10:12
Isn't it just a matter of structural irregular rock brushes touching the floor? Isn't it just a matter of making a whole cliff or at least its bottom a func_detail? Or func_wall, if my compiler doesn't support details?
@Lunaran
Shouldn't I just "caulk" my level in a Q3 style? I mean, make a jaggy cliff func_illusionary and cover it with clip brushes? That would separate the visual cliff from its collision.
About damage_inc question, can't I just fill my level with MDL props?
#15341 posted by adib [191.16.75.234] on 2015/09/02 00:40:25
I use to smooth player collision against really detailed walls using clip brushes. Any reason to not do it?
#15342 posted by Lunaran [24.180.199.42] on 2015/09/02 02:41:50
definitely clip off detailed stuff always.
func_illusionary won't help you though, it's not solid to weapons so the player will notice right away.
mdl props are useful if they're small, but since they're vertex lit by the ground beneath their origin they're not useful for large things because they don't get shaded, so you can't make buildings or pillars or archways as big mdls.
 Microclipping
#15343 posted by ijed [190.22.115.250] on 2015/09/02 04:28:22
By that I meant when tiny invisible misalignments in the floor form overhangs that the player gets stuck on.
Typically these are the result of mathematical inaccuracy from the editor and/or compiler.
The player will only notice them when they're part of the floor, since that's what they touch the most.
So it's pretty much what Lun says - use flat or simple brushes for your actual floor surfaces, or at least the ones the player will most use to navigate your level.
And yes, make the entire thing _detail. It has two downsides - higher memory requirement for end user (you might need heapsize >64 !!!) and the compiler will crash if there are no 'normal' world brushes.
Clipping off details is good for both the player and Quake Ai, and has a negligible improvement for the speed of calculating the hulls I believe.
#15344 posted by Rick [75.65.153.192] on 2015/09/02 05:46:32
I've seen that "microclipping" thing happen occasionally. Seems to be a problem with the clipping hull because the brushes will all appear to meet perfectly. Usually a well placed clip brush will fix it. I've never had it happen enough to consider it a major problem.
#15345 posted by adib [177.17.33.226] on 2015/09/02 07:49:05
Thanks, guys. And @ijed, it's possible to pick what will be detail and what will not. In a pillar, just that lower brush that touches the floor, for example, not the whole thing. That's how I used to do for Torque Game Engine. I assume it's the same principle for modern Quake? Sometimes a touched surface can split and it's not bad.
#15346 posted by JneeraZ [12.252.11.134] on 2015/09/02 11:18:52
Lunaran
You mentioned "compiler-friendly slope ratios". Is that just wordsmithing or is that an actual thing? And, if so, is there a reference somewhere?
 First Thing That Came To Mind
#15347 posted by onetruepurple [88.156.138.177] on 2015/09/02 14:50:17
 Adib
#15348 posted by ijed [200.73.66.2] on 2015/09/02 15:14:36
Yeah I know, it's just more convenient to make the whole thing one object and has no real downside.
#15349 posted by JneeraZ [12.252.11.134] on 2015/09/02 15:56:39
OTP - Thanks! That's useful, saved...
 Warren
#15350 posted by Lunaran [24.180.199.42] on 2015/09/02 19:30:33
The compiler splits the world up by radiating brushplanes outwards and cutting space with them, and if it picks a plane that's at some cockeyed angle the split it makes will intersect other walls and brushes in off-grid places. Walls, and vis leafs, will be split more often than is really necessary since intersections will rarely coincide with each other or with existing brushwork seams. Which is *technically* fine, modern computers and all that, but if you do this a lot you'll get a less healthy bsp tree. Vis will be shakier, and I think there's potential for microleafs and etc (someone like ericW can correct me on this voodoo).
Basically it doesn't make the map look a whole lot different to try to stick to 1:1, 1:2, and 1:4 but applied thoroughly it greatly reduces the odds of those really arcane compile errors, or a map with seemingly impossible to trace or fix vis errors like jam6_daz (once you start throwing little cylinders literally everywhere).
#15351 posted by JneeraZ [12.252.11.134] on 2015/09/02 19:41:01
OK, thanks. Yeah, I'm always awash in QBSP errors and VIS problems.
 Lunaran
#15352 posted by adib [177.98.67.51] on 2015/09/03 06:18:31
Just to be perfectly clear: func_detail planes (or func_whatever actually) doesn't split the space, right? Making a func_detail is just the way to let a structural regular brush out of VIS compilation, is that correct?
 Adib
#15353 posted by ericw [108.173.17.134] on 2015/09/03 07:16:17
func_detail *does* split up the world. e.g. if you have a bunch of vertical columns as func_detail, they will split up the floor where they touch. The reason for this is Quake doesn't really support detail brushes, so they are compiled into ordinary world polys, except qbsp passes some extra info about them to vis so they can be ignored by the vis process. Also, func_detail shouldn't be used to seal the map - not sure why.
All of the other func_* entities behave differently - they're called "bmodels". They:
-are invisible to vis, like func_detail
-don't split up the world.
-are rendered in a separate pass by the engine. Some engines like fitzquake can get slow with very complex bmodels.
-they originally didn't cast shadows, but you can make them cast shadows with tyrutils by setting "_shadow" "1" on the entity.
-they take an edict slot.
So - long story short - if you specifically don't want to cause splitting of the world, use a func_wall with "_shadow" "1" set
#15354 posted by Rick [75.65.153.192] on 2015/09/03 10:57:37
Now that func_walls can cast shadows, they are as close as you can get to Quake 3 detail brushes.
It's too bad they contribute to the 256 model limit. Is that impossible to change?
 Eh
#15355 posted by onetruepurple [88.156.138.177] on 2015/09/03 11:14:14
You know that func_detail exists, right?
 Func_nope
#15356 posted by oGkspAz [41.149.74.226] on 2015/09/03 11:37:36
I tried making all the beams, thin pillars, light fittings and small wall details on my map func_detail the other day and the compiler was just having absolutely none of it. (txqbsp or tyr's bsp) The brushes werent showing o the mp at all, it was like I had deleted the lot. It took me hunting for an autosave where I hadn't edited it yet to get it back to normal. Something I did notice was that when it did work on some wall text I added: whichever engine I was using to play (darkplaces or ezquake) with refused to draw it ater a certain distance.
#15357 posted by Rick [75.65.153.192] on 2015/09/03 11:39:30
You know that func_detail exists, right?
Yes.
You know a func_detail isn't the same as a Quake 3 detail brush, right?
#15358 posted by Rick [75.65.153.192] on 2015/09/03 11:53:11
oGkspAz,
In Quake, func_detail only has one real use. It excludes the brush from the vis process. This can greatly speed up vis if you have a lot of small brushes that do not really block the player's view.
My understanding is that they can cause the problems you are seeing when used to seal the map or if they protrude out into the "void".
I could be wrong though, because I generally don't use them. If I had a map that took more than a few hours for a full vis, I might reconsider, but I don't think they make the final result any better.
#15359 posted by JneeraZ [12.252.11.134] on 2015/09/03 12:49:35
"It's too bad they contribute to the 256 model limit. Is that impossible to change? "
This still exists? Even in expanded/enhanced engines?
#15360 posted by Rick [75.65.153.192] on 2015/09/03 13:03:54
I'm sure it's not a hard limit anymore. FitzQuake will print a warning for over 255 models but the map will still run okay. I'm not sure Quakespasm even bothers with the warning. Maybe it's limited in the network code?
#15361 posted by adib [191.208.192.130] on 2015/09/03 15:25:35
Perfect, thanks.
Think I confused two "splits". Func_detail allows you to let brushes out of VIS computation, so they don't split (1) 3D space, regarding Binary Space Partition. But makes perfect sense their brushes still split (2) other brushes' surfaces, or the engine would have to know about them in runtime for proper sorting. In this case, shaded func_walls come to hand, but you better not abuse them.
oGkspAz are you sure you didn't just checked one of those "not in easy", "not in deathmatch" etc by accident?
#15362 posted by Lunaran [24.180.199.42] on 2015/09/03 15:38:53
Q2/Q3 detail brushes don't split polys/space, but I don't think that was possible in Q1 due to a bsp structure limitation I also don't understand and won't try to describe.
I'd love to hear a cogent explanation though.
 Also Worth Noting
#15363 posted by Lunaran [24.180.199.42] on 2015/09/03 15:43:49
func_detail isn't like any other func (except func_group). It doesn't carry through as an entity into the game, it purely exists as a compiler directive. It's a fake func. Making the classname worldspawn_detail might have technically been more accurate.
Q2/Q3 had a 'detail' flag in the .map format spec, which won't be modified for Q1 editors and tools because of reasons. There's occasional discussion of using the q2 or q3 .map format (or even the q3 bsp format), but it never leads to any movement except in wacky topheavy ports like Darkplaces which can load Megaman levels and includes quakeC builtins for running SETI@Home.
#15364 posted by necros [173.199.65.52] on 2015/09/03 15:52:35
the new edict limit is like 32768.
in fitzquake, i think you may have to explicitly set that with max_edicts "32768". quakespasm too maybe.
 Lun
#15365 posted by ericw [108.173.17.134] on 2015/09/03 20:18:54
I tried hacking qbsp to make func_detail not split world polys. The result was you could shoot through the func_detail things (bullets are collision detected by doing bsp traversal of hull 0). That change must have broken the bsp tree construction somehow.
q3bsp, I think, stores all of the original map brushes in the .bsp file, and uses those for collision detection.
#15366 posted by Lunaran [24.180.199.42] on 2015/09/03 23:10:37
What? No. no way. then decompiling would be only a matter of extracting the right lump and writing it to .map?
 Pretty Sure That's Correct..
#15367 posted by ericw [108.173.17.134] on 2015/09/03 23:17:29
q3map2 has an option for decompiling:
https://en.wikibooks.org/wiki/Q3Map2#Decompiling_into_a_.map
I checked out the code to see if it was doing anything interesting, and it's pretty much just "open the 'brushes' bsp lump, write each brush to a .map file"
 Wow It's True.
#15368 posted by czg [213.113.210.124] on 2015/09/03 23:38:19
#15369 posted by Rick [75.65.153.192] on 2015/09/03 23:40:55
Here's a picture that shows the difference between a world brush, a func_detail, and a func_wall.
Those are 16x32 octagons placed against a flat wall.
The func_wall is in the middle. Notice how it doesn't cause the wall behind to get chopped up.
http://quaketastic.com/files/screen_shots/WallvsDetail.png
#15370 posted by Rick [75.65.153.192] on 2015/09/03 23:57:49
BTW, that's in Quake.
Most of the time, a detail brush in Quake 3 will work just like a func_wall in Quake.
#15371 posted by metlslime [159.153.4.50] on 2015/09/04 00:19:46
quake 2 also has the brushes. This is how they are able to support collision for arbitrary sized entities, rather than using N number of "hulls", one for each bounding box size.
 Holy Shits
#15372 posted by Lunaran [24.180.199.42] on 2015/09/04 02:39:57
guess you learn something new every day
are the brushes linked to the tree at all? how's the space searched efficiently?
 So...
#15373 posted by Shamblernaut [121.45.251.157] on 2015/09/04 06:42:31
when is the best situation to use func_detail? Does it have any impact on the end user or does it only impair compile times?
#15374 posted by adib [177.133.155.88] on 2015/09/04 07:25:14
The impact on end user is a level portalized in a more rational way. Visibility will be based on walls enclosing the room, not the six uber detailed pilars or the chandelier inside it, ones you will carefully turn into func_detail. Someone correct me if I'm wrong.
#15375 posted by JneeraZ [174.109.106.46] on 2015/09/04 12:04:26
adib - No, that's right. You should func_detail anything that will create a ton of cuts and portals for no real benefit.
#15376 posted by Rick [75.65.153.192] on 2015/09/04 12:30:16
As far as I know, the only reason to use func_detail is to speed up vis. If done correctly, the player will have no idea that they were used. Do it wrong and the player will see brushes start disappearing. Func_detail brushes have no effect on how qbsp chops up the brushes.
 @Rick
#15377 posted by oGkspAz [41.149.74.226] on 2015/09/04 14:42:38
That sounds like the issue I was having with my text shaped brushes on the one wall.
 Func_detail
#15378 posted by Kinn [31.54.196.96] on 2015/09/09 23:10:53
As far as I know, the only reason to use func_detail is to speed up vis
Actually, is there a run-time benefit too? e.g. let's say you have a huge and detailed map - it's better for performance to have fewer visleaves (with more polys in them) than tons and tons of small visleaves, right? I'm guessing func_detail results in less visleaves?
#15379 posted by ericw [108.173.17.134] on 2015/09/10 00:38:05
tyrutils qbsp (and I assume rebb's as well) uses knowledge of which faces are func_detail in its bsp heuristic; it will try to use non-detail faces to divide up volume in preference to detail faces.
That might give a more optimal bsp tree, but aside from that, using func_detail creates just as many visleafs as not using it, so I wouldn't expect any difference at runtime.
 Texture Questions
#15380 posted by total_newbie [188.103.163.209] on 2015/09/10 23:49:10
1) What is the correct file format for textures? E.g. let's say I want to modify an existing texture. I know how to use TexMex to export it from a texture wad, and how to add it back in, but I'm not sure what file format I should choose when doing so (I am guessing the answer is not jpg).
2) Would Gimp be a suitable programme for modifying/creating textures?
3) I think I understand the theory behind using skip textures, but why is it possible to see skip textures (as in, see a brush face with "skip" written all over it) in some maps? Shouldn't those brush faces be invisible? An example would be Day of the Lords: if you noclip through it, there are moments where you can see "skip" written on brush faces.
#15381 posted by FifthElephant [82.24.73.240] on 2015/09/10 23:51:29
Correct file format is .pcx file
I'm sure gimp would work ok. I use paintshop pro 7.
You shouldn't be able to see skip textures, must be one of those weird quirks of the game if you can see them by noclipping through stuff.
#15382 posted by mfx [77.180.2.13] on 2015/09/10 23:56:48
http://www.celephais.net/stuff/texturefaq.htm
The skip faces you see are accidental leftovers i'd say, todays compilers "skip" them ahead of the final bsp compile, were the old tools just draw them and had to be removed with a special compile switch and/or tool.
Gimp is fine, dont expect it to work wonders tho..
 Thanks For The Quick Answers, Fifth And Mfx
#15383 posted by total_newbie [188.103.163.209] on 2015/09/11 00:13:28
Thanks for that link; I was actually reading through that before posting to see if it would answer any of my questions (I had a look here http://quakewiki.org/wiki/Textures too).
So if I shouldn't expect too much from Gimp, what is the better alternative? (Just curious; I wouldn't be able to afford any non-free software anyway)
#15384 posted by Rick [75.65.153.192] on 2015/09/11 01:01:18
I've always found Gimp and Photoshop too much of a pain to use for Quake textures. Their world is 24 bit.
I have an old copy of PSP 4.0 (still runs on Windows 7) that I use for making and modifying Quake textures. It works with 256 color palette graphics pretty well. I've always used the .bmp format.
I tried a newer version of PSP (x5), but it was way overly complicated for most of what I do, so I deleted it.
 Rick
#15385 posted by adib [177.159.41.143] on 2015/09/11 04:14:06
What kind of pain you have using Photoshop to make Quake textures? You can switch between RGB and "indexed" color modes, I have the Quake palette with and without fullbright lines... Want help?
 +1 For Photoshop
#15386 posted by killpixel [98.211.184.167] on 2015/09/11 04:19:42
It's worth putting time into to learn imo. There are good reasons it's an industry standard (and not so goon ones).
Of course, it can be pretty cost prohibitive, which is one of the reasons I should eat my words and learn GIMP.
#15387 posted by Lunaran [24.180.199.42] on 2015/09/11 05:48:14
Photoshop is great for Quake textures. Make heavy use of the 'gradient map' layer, and make yourself a set of gradients that match the rows of the Quake palette to use with them.
 For Index Colors
#15388 posted by PyroGXPilot [71.89.205.32] on 2015/09/11 06:17:36
I use LVPro
#15389 posted by Rick [75.65.153.192] on 2015/09/11 10:45:48
It's just a personal preference thing, but I find these modern graphics/photo editing programs to have have an overly complex and cluttered up interface for something as simple as editing a bitmap.
I do have a copy of Gimp in my portable folder, some day I may give it another look.
 Wally?
#15390 posted by Spirit [80.187.99.112] on 2015/09/11 12:57:49
#15391 posted by JneeraZ [174.109.106.46] on 2015/09/11 13:05:43
I've never thought of the Photoshop interface as cluttered. If you use hotkeys to flip between tools and create new layers when you need them, the interface is basically negligible.
 Jpg Is The Worst Fucking Format For Anything Ever
#15392 posted by ijed [200.73.66.2] on 2015/09/11 14:34:37
Each time you save something in it, the quality downgrades.
 +1 For Wally
#15393 posted by Orl [73.10.210.162] on 2015/09/11 14:48:24
As Spirit said. It's nowhere near as feature rich as Photoshop or Gimp, but its tools are basic enough for anyone to create and or edit some really good textures. That and it was made for the sole purpose of creating Quake textures, so that should be a plus.
#15394 posted by adib [177.63.51.125] on 2015/09/11 15:09:58
I use Wally just to handle wads.
 It's To Bad...
#15395 posted by damage_inc [24.144.116.174] on 2015/09/11 15:24:42
That editors and engines haven't moved on from the ".wad" file format! For mappers that is. A few older external programs could be eliminated along with it.
#15396 posted by Kinn [31.54.196.96] on 2015/09/11 15:52:05
That editors and engines haven't moved on from the ".wad" file format! For mappers that is. A few older external programs could be eliminated along with it.
Reading individual 8-bit images from a folder, instead of .wad files, could be neat (if you happen to use the one compiler and one editor that might actually implement it).
#15397 posted by adib [186.228.0.26] on 2015/09/11 16:03:53
Most new GL engines support "external" textures, 24 bit plain files on the filesystem. Quakespasm, Fitzquake, Darkplaces do. They override textures inside BSP files and have to be placed at <mod folder>/textures. They can even be used on a single level if you place them at <mod folder>/textures/<map name>
#15398 posted by adib [186.228.0.26] on 2015/09/11 16:05:49
... meaning you don't have to bother about Quake palette anymore if you don't care about backward compatibility.
 Kinn
#15399 posted by adib [200.217.4.26] on 2015/09/11 16:09:24
Sorry, you mean at development time. I believe QuArk works the way you want.
#15400 posted by Kinn [31.54.196.96] on 2015/09/11 16:12:00
Sorry, you mean at development time. I believe QuArk works the way you want.
If only the other 99% of QuArk worked the way I want.
 Agreed
#15401 posted by adib [179.103.245.205] on 2015/09/11 16:18:29
 Context!
#15402 posted by ijed [200.73.66.2] on 2015/09/11 17:29:42
If only the other 99% of QuArk worked
#15403 posted by JneeraZ [174.109.106.46] on 2015/09/11 17:35:08
What's the 1% that works ... the About Box?
#15404 posted by Kinn [31.54.196.96] on 2015/09/11 18:15:34
What's the 1% that works
The "X" button in the top-right corner of the workspace seems to function as intended. You probably don't need much else actually!
 I Forgot About Compiliers :(
#15405 posted by damage_inc [24.144.116.174] on 2015/09/11 18:20:44
I meant more specifically, an uncompressed archive format(.zip) with the same directory structure as .wad files. Then they could be manipulated by the OS natively. Obvious Ex: Q3A's .pk3 It was just a thought I had while reading the comments above my post.
 What About
#15406 posted by adib [200.217.4.26] on 2015/09/11 19:45:58
1- The editor can deal with plain file textures;
2- A little program that packs texture files into a wad, just to feed qbsp. The wad can be deleted afterwards;
3- The engine deals with plain file textures.
It would take changes in the editors we love, like Jackhammer and Trenchbroom and this new compile step before qbsp.
#15407 posted by Kinn [31.54.196.96] on 2015/09/11 19:52:20
If you have to make a wad anyway for bsp, what's the point of making the editor and engine read individual texture files?
 Oh And
#15408 posted by Kinn [31.54.196.96] on 2015/09/11 20:00:02
There's something else that individual texture files don't have: mipmaps. You probably want these.
 No, You Don't
#15409 posted by adib [186.228.0.26] on 2015/09/11 20:09:13
If you're using GL engines you don't need mipmaps, right?
If this wad is made automatically out of your sight during compile process, you don't have to know it even exists and you don't need Wally or TexMex.
#15410 posted by Kinn [31.54.196.96] on 2015/09/11 20:32:18
Personally I can only see the point of bypassing the .wad process if you are making your own textures and don't want to keep remaking a .wad every time you add/change/remove a texture. Having an editor and bsp compiler that works with image files directly, not wads, might be a small timesaver/convenience.
But...if you still have to run a tool to generate a .wad before you run bsp.exe, then what do you gain exactly? And again, I dunno why you'd need the engine to read the texture files separately when you are baking them into .bsp?
#15411 posted by adib [200.217.4.26] on 2015/09/11 20:51:21
You only have to add another command to your automated compiling batch.
I'm pretty sure you can't have a TGA alpha "fence" texture inside BSP. It has to be an external TGA file.
I can provide 24bit versions of my textures in plain files.
 Mipmaps
#15412 posted by metlslime [159.153.4.50] on 2015/09/11 21:55:58
in theory the GL engine could use the mipmaps from the bsp, but in practice most don't, they just recalculate the mipmaps at load time in 32-bit color (which probably gives a better result.)
#15413 posted by Spirit [92.196.33.234] on 2015/09/11 22:21:31
If it's really important to you, you could script it all with some commandline tools. Quakeforge for example has uptodate texture tools
 Natively 8 Bit Editor
#15414 posted by Preach [77.99.55.146] on 2015/09/12 17:44:50
While I can't actually claim I've ever produced anything useful from it, I have had a couple of tries pottering about with a graphics editor called Grafx2. It's designed to work with 8 bit (or fewer) palettes, so all the tools are focused on that kind of work. It has support for different gradients within your palette, and will dither them in a variety of ways. On the downside, it's originally a DOS tool and the interface is still pretty retro, but it's an interesting alternative to a classic photo editing tool.
 Pixel Pushing
#15415 posted by Kinn [31.54.196.96] on 2015/09/12 18:00:50
At work a couple of years ago, I designed and wrote a bespoke pixel-pushing tool in Unity, for making proper pixel-art 8-bit textures (that use a specific palette with defined gradients and whatnot).
Had some crazy features like painting relief maps, and then lighting them to get realistic highlights and shadows. That was probably a bit OTT, as I found the hand-drawn painterly stuff always had more charm.
A useful feature was the ability to paint on a tiled canvas. Really sucks that you can't do that in photoshop.
At some point I'd like to get permission to release it into the wild. It was PERFECT for quake textures, as I made double sure :}
 Kinn...
#15416 posted by generic [67.235.201.131] on 2015/09/12 19:05:56
You have my permission to release it. Thanks!
#15417 posted by Rick [75.65.153.192] on 2015/09/12 20:59:30
I think I mentioned finding that Grafx2 thing here a year or two ago. I've played around a bit with it, but never tried using it to actually make anything.
I mainly use it as an accessory to look at things such as which colors are actually used in a texture and how many pixels there are of each color used.
The interface is hard to get used to, but it does work.
 I'll Pester Sleepwalker
#15418 posted by FifthElephant [31.115.113.138] on 2015/09/12 21:15:12
To make a new art tool and call it TrenchBrush
 Fast Question
#15419 posted by madfox [84.84.178.104] on 2015/09/13 03:26:06
how do I give a static entity a damage exposure?
 Fast Answer
#15420 posted by necros [173.199.65.49] on 2015/09/13 04:31:26
you cannot, it is static!
 PaintBroom
#15421 posted by SleepwalkR [79.195.19.72] on 2015/09/13 08:20:39
 BrownStrokes
#15422 posted by Kinn [31.54.196.96] on 2015/09/13 10:05:51
 YES
#15423 posted by FifthElephant [82.24.73.240] on 2015/09/13 13:06:08
Go code!
 Thanks Everyone...
#15424 posted by total_newbie [188.103.163.209] on 2015/09/13 13:30:04
...for all the answers to my texture programme question way back in #15383. I guess the discussion has since taken on a life of its own, but I still wanted to say thanks. :)
 Slow Consideration
#15425 posted by madfox [84.84.178.104] on 2015/09/13 21:04:22
forget the static entity, let's say I want to give a place a damage function.
Would a door that's blocked someway, and made invissible be a manner?
 Trigger_hurt
#15426 posted by Lunaran [24.180.199.42] on 2015/09/14 02:41:39
the thing you want is a trigger_hurt
I think
 Leaks And Portals
#15427 posted by Ruin [166.170.5.94] on 2015/09/14 08:57:36
I'm currently working on a new map, and I keep getting a leak message. When I load the pts in Trenchbroom, the line squiggles all over the level, and is nearly impossible to find where the leak is coming from. I tried zeroing in on the coordinates that the compiler pops out, but of course, its just the player entity.
Also, I'm getting a lot if clipping warnings, but I'm not getting an outputted .por file.
Does anyone have advice for this?
Thanks.
Ruin
 Clipping
#15428 posted by Ruin [166.170.5.94] on 2015/09/14 09:01:53
Also, what causes clipping warnings? I'm guessing it's when two brushes intersect in the same space. Is this correct?
 More On Grafx2
#15429 posted by Preach [77.99.55.146] on 2015/09/14 12:18:40
Have played about making a tiling texture in grafx2. It does support this, but the interface and documentation is really hard to follow, so a quick guide:
Imagine we want to make a 64x64 tiling texture, but while we work on it we'd like to have a 2x2 array of our texture to see how it tiles. Start a new image in grafx2 and click on the screen size icon. In the box you can edit the dimensions of the texture to be 128x128 (the size of the 2x2 tiling of our desired texture). How to do this was certainly not as obvious to me as to the developers!
Next click on the FX icon, and click on Grid. Set the grid size to be 64x64, but turn off Snap. Now click FX again (confusingly the Grid icon will not appear active if you have turned off the snap feature, but it is working). Click tilemap and then close the FX box. Now you can draw on the texture and all four tiles are altered at once.
This is great until you want to edit a texture, where you need to do things slightly differently. Load the original texture and then resize the image to fit a 2x2 grid. But before you turn on the grid and the tilemap, you need to copy-paste the tile into the other four quadrants, or it won't work.
Why? Well, the program is a bit too clever for its own good. When you turn on the tilemap, it looks to see which grid squares are currently identical to one-another, and connects matching patterns of tile for simultaneous editing. This lets you paste an entire screen from Mario Bros, then edit all the bricks at once, then all the grounds at once etc. But when we have an existing texture and 3 surrounding empty tiles, the 3 empty tiles are tied together, but the actual texture is kept separate!
#15430 posted by JneeraZ [174.109.106.46] on 2015/09/14 12:43:24
"Also, what causes clipping warnings? I'm guessing it's when two brushes intersect in the same space. Is this correct? "
No, the whole purpose of QBSP is to clip and trim overlapping brushes. Well, almost.
What's the specific error? It's usually off grid stuff that annoys it...
 Clipping
#15431 posted by Ruin [67.53.108.244] on 2015/09/15 02:54:50
I'm not near my pc at the moment, but I can check when I get home.
I just thought of something, though.
I could copy the map into a new file, piece by piece, and compile it piece by piece until I get an error or a warning. That way I'd be able to pinpoint in exactly which section I'm receiving the warning or error (aside from the inevitable leaks from parsing the level in pieces, of course).
#15432 posted by Lunaran [24.180.199.42] on 2015/09/15 04:46:56
if floating point error is your problem, copying the map piece by piece is just going to make it 1000 times worse. delete parts of the map until it DOES build.
don't go a little bit at a time, though. you can save time by deleting half the map, and continue with just the half that built. repeat.
#15433 posted by Rick [75.65.153.192] on 2015/09/15 05:33:31
You need to post the exact error message. If it's warning: CutNodePortals_r:new portal was clipped away, that can be ignored or fixed depending on where it is. I can't off hand remember any other errors that mention "clip".
 Ruin
#15434 posted by ericw [108.173.17.134] on 2015/09/15 05:45:25
couple of ideas:
-Make sure you're on the latest TB1 release (1.1.6).
-Use the "force integer plane points" mode in Map Properties. (save a backup first)
-Try both rebbs tools ( http://www.voidspark.net/projects/bjptools_xt ) and tyrann's/mine: http://ericwa.github.io/tyrutils-ericw/
-keep the map boundary brushes that face the void tidy, use simple rectangular slabs
-give the .PTS viewer in TB another chance. the leak lines can look like nonsense at first but try following the line from one end to the other.
 Can't Find A Light Leak
#15435 posted by Shamblernaut [121.45.234.43] on 2015/09/16 09:17:35
I picked up a map I abandoned ages ago, because I think the map itself is a nice design. I have a light leak that I can't find. No matter what I do it tends to persist.
Can one of you guys help me find the culprit brush?
https://www.dropbox.com/s/229q4jt4rbuvmt8/hellvert.map?dl=0
As an aside, should I persist and try and find said leak now, or should I continue with the map and try and find it later?
Cheers.
#15436 posted by Scampie [72.12.65.92] on 2015/09/16 15:00:28
Can't open that .map in gtkradiant... weird?
Anyway, generally the best way to find a leak in a weird place is to cover half the map in a large brush, compile, if it still leaks, cover half the leaky side in a brush, etc etc until you narrow down the area where it leaks.
If it's a bad brush, it will likely be something non-cube, so keep that in mind once you narrow down the area.
 Thanks Scampie
#15437 posted by Shamblernaut [121.45.234.43] on 2015/09/16 17:49:26
I have a non-ideal solution that works for the time being. I will need to revisit it later though...
#15438 posted by adib [177.206.57.53] on 2015/09/16 18:20:20
You wrapped the whole level inside *rift1 liquid walls? When I replaced all *rift1 with a solid texture it worked.
 The Shame
#15439 posted by Shamblernaut [121.45.234.43] on 2015/09/16 18:42:13
rift is liquid?
I "solved" the problem by putting a giant hollowed cube outside of the sky. I thought I still had shitty geometry that was causing the problems.
#15440 posted by JneeraZ [174.109.106.46] on 2015/09/16 18:56:29
If the texture name start with a "*" it's liquid.
#15441 posted by Lunaran [24.180.199.42] on 2015/09/16 19:52:29
Don't box your maps because you can't find a leak. Every editor loads pointfiles, just use the tools to fix the leak. Otherwise you're tripling the size of your .bsp with a ton of useless surfaces, all lightmapped with acres of black.
The compiler needs a leak-free hull to know what surfaces to prune away. When you put the whole map in a box, the compiler prunes away just the outside of that box and keeps everything else.
 Lunaran
#15442 posted by Shamblernaut [121.45.234.43] on 2015/09/16 22:03:37
yeah, it was a temporary measure, now that I've changed my sky back to a solid >_> there are no leaks
 Enliten
#15443 posted by adib [177.206.57.53] on 2015/09/17 04:33:34
I liked the navigation. Actually I'm resisting the temptation to steal your level.
Here is a demo with the Reaperbot:
http://quaketastic.com/files/demos/multiplayer/hell_adib.7z
 Adib
#15444 posted by Shamblernaut [121.45.234.43] on 2015/09/17 08:51:16
Thanks man.
Whenever I see bots play I'm always reminded that they're accurate idiots.
I'm still not sold on the teleporter destinations. When I first made the map it had really good flow, but would have been confusing for players, as the teleporters they came out by didn't teleport them to where they came from.
So I decided to make the borders of the teleporters and the destination pads textured similarly, so that the player would get used to what comes out where.
In hindsight I'm not sure if adding a mnemonic to remember destinations is worth the sacrifice.
#15445 posted by adib [177.206.57.53] on 2015/09/17 09:29:21
I missed it because I don't have the textures. I played on checkers, mostly. If you don't mind I'd love to make a "reload", new version or whatever (of a map that's not even finished, I know). But if you mind, no problem, looking forward to play it :D
 Sure Thing
#15446 posted by Shamblernaut [121.45.234.43] on 2015/09/17 16:51:39
Let me know if you need me to reupload the .map file as I removed it from dropbox.
If you want to play the textured (latest) version to get a better feel for what I was going for I've uploaded it: https://dl.dropboxusercontent.com/u/108695968/hellvert.bsp.zip
It's still incomplete but it's getting there.
 Adib
#15447 posted by Shamblernaut [121.45.234.43] on 2015/09/17 17:10:39
 Yay!
#15448 posted by adib [187.89.220.163] on 2015/09/17 20:06:06
 Clipping
#15449 posted by Ruin [166.137.8.127] on 2015/09/18 04:19:42
The message is:
WARNING: CutNodePortals_r:new portal was clipped away
This is the only warning I'm getting. No more warnings about leaks, but it still won't vis. It's not writing the prt file, but it's also not writing a .por file either, so I can't pinpoint the clipping portals, or the leaks.
Sorry it took me so long to write this.
 That Warning
#15450 posted by ijed [190.22.28.109] on 2015/09/18 04:30:01
Is not stopping Vis AFAIK...
 Paste The Complete Qbsp Output Please
#15451 posted by mfx [78.55.165.70] on 2015/09/18 07:31:37
use pastebin.
#15452 posted by JneeraZ [174.109.106.46] on 2015/09/18 12:04:25
I get about 5,000 of those warnings every time I make a map. I wouldn't worry about it. I can't remember the last map I made that had clean output from QBSP...
 Lolwhut?
#15453 posted by mfx [78.55.165.70] on 2015/09/18 13:43:10
I usually fix those, because i can.
#15454 posted by JneeraZ [174.109.106.46] on 2015/09/18 17:44:45
How? I'm willing to learn but I have no idea what it's even talking about so ...
#15455 posted by mfx [78.55.165.70] on 2015/09/18 19:36:17
Well, i had the intent to document my experiences with all those errors (and how to fix them) anyway.
Thing is, i probably need visual examples, be it drawings or map snippets to explain this in detail.
But, for those errors to appear in thousands, you prolly have to raise the machine epsilon first.
Try a value of -epsilon 0.0125, raising in 0.0025 steps.
I compile often, just to look at the output, not loading the map in engine. I do this regularly, after adding rooms, rockwork, special detailed structures..
So i am able to nail those errors down very early, not having to check whole maps afterwards.
Next thing to check are those suspicious coords like having a vertex at 800 -64 - 128.0000023.
Those are the bane mostly, locking them to grid fixes portal cut away errors, at least for me.
When i find a portal error i cant fix with above methods/precautions, i make a new small brush at the specified coords, and look to "expand" existing brushwork to cover that brush.
Can be anything, pillars, more rocky wobbles, anything. Usually this all leaves me with no errors in the end.
I admit, the "real" reason for those is cloudy to me too, looking at the src left me shaking my head til dizzyness. :)
More later, must consult a friend.
 OK
#15456 posted by mfx [78.55.165.70] on 2015/09/18 19:53:06
floating point stuff is the main reason for those errors to appear, just reassured. Build stuff on grid!
#15457 posted by JneeraZ [174.109.106.46] on 2015/09/18 20:52:58
Thanks a ton, man! I'll try to put that into practice on my next map and see what happens... Clean compiler output would be nice for a change. :P
 Mfx... Unless You Already Know...
#15458 posted by JPL [82.234.167.238] on 2015/09/18 20:56:09
You should read the Quake mapping Holy Bible, the Q1 tooltips from aguirRe (http://user.tninet.se/~xir870k/tooltips.txt)
 JPL
#15459 posted by mfx [78.55.165.70] on 2015/09/18 20:58:41
I recite that before going to sleep. Everyday. Out of my head...!
 Good !
#15460 posted by JPL [82.234.167.238] on 2015/09/18 21:00:07
You are forgiven, sinner !
 Wow
#15461 posted by ericw [108.173.17.134] on 2015/09/18 21:00:44
Don't remember that page, looks like a gem!
 Yep Its Gold.
#15462 posted by mfx [78.55.165.70] on 2015/09/18 21:08:40
And as it states, those portal cut away errors are not critical, you may end up with a total errorfree BSP that still has those errors when compiled.
Nowadays compilers aren't vulnerable to those errors, thanks to rebb and ericw!
Still you may find missing faces, small HOMs, nonsolid floors, all that jazz.
So better stackenblock* all on grid.
*stackenblocken
#15463 posted by JneeraZ [174.109.106.46] on 2015/09/18 21:24:04
Well, it's less the compiler I'm concerned about and more the engine. I'm sure those errors don't help with mysterious collision problems and such.
#15464 posted by JneeraZ [174.109.106.46] on 2015/09/18 21:24:16
As you said. Fuck.
#15465 posted by JneeraZ [174.109.106.46] on 2015/09/18 21:27:36
"Try a value of -epsilon 0.0125, raising in 0.0025 steps. "
As a side note, Eric's QBSP has never heard of "-epsilon" ...
 It Has Another Name For It?
#15466 posted by mfx [78.55.165.70] on 2015/09/18 21:28:30
Eric?
 It's Hardcoded To 0.0001 In Tyrutils
#15467 posted by ericw [108.173.17.134] on 2015/09/18 21:33:09
I'll add -epsilon to the next build though
 All Hail AguirRe
#15468 posted by ijed [186.9.134.134] on 2015/09/18 23:05:52
#15469 posted by necros [66.102.6.228] on 2015/09/18 23:27:14
Hmm.... Warnings = no fucks given :P
#15470 posted by JneeraZ [174.109.106.46] on 2015/09/19 01:08:23
OBJ2MAP -> Warning generator
#15471 posted by necros [173.199.65.20] on 2015/09/19 05:00:48
seriously though, even if i was falling through the ground... i'd just put a func_wall with skip over the invisible hole rather than bother trying to fix anything. it's faster and just as effective, not to mention transparent to the player.
 I Dont Have That EA Attitude
#15472 posted by mfx [78.50.146.206] on 2015/09/19 06:00:07
 Necros
#15473 posted by negke [31.19.68.141] on 2015/09/19 09:19:30
Drop the teenage rebellion attitude and go finish that dragon fortress!
#15474 posted by Rick [75.65.153.192] on 2015/09/19 17:43:06
I always build on grid unless it's some weirdly shaped or twisted construction and rarely get cutnodeportals warnings. Most common problems they cause are small invisible walls and falling through the floor.
If there's no way to stay on grid, converting the brush(es) to func_walls will fix it, or if already on grid just smooth over with a clip brush.
 Leak Fixed
#15475 posted by Ruin [166.137.8.29] on 2015/09/19 20:38:47
Well I cheated a little, but I was able to get the level vis'd. I just built a box around the entire level, and then stretched the external walls from the level to meet the faces of the box's walls (that way all outer walls are closed, and are see-through when I noclip)
An amateur approach, I know, but it worked.
I'll ignore the clip warnings for now, but they are pretty annoying. Sorry mfx, I have a ghetto set up with no home internet so I'm using my phone to talk to you guys. I'll remember to send you the clipping warning when I get home.
#15476 posted by mfx [78.50.146.206] on 2015/09/19 21:15:50
That expanding wall technique is a good approach, i do this too, especially on sky/closing brushes.
#15477 posted by Lunaran [24.180.199.42] on 2015/09/19 22:26:14
Wait, so was qbsp writing a pointfile or not?
#15478 posted by JneeraZ [174.109.106.46] on 2015/09/19 23:28:36
It doesn't always. I've had leaks with no pointfile before. Those are SUPER DUPER fun.
 Did They In This Case Though?
#15479 posted by Lunaran [24.180.199.42] on 2015/09/20 00:09:06
I'm just making double sure the new guys know about that sweet red leak-finding line. I didn't know about it for like the first six months of making Quake2 maps, and when someone told me about it on IRC it was like seeing the face of god.
Look for "load pointfile" under 'file' or somesuch menu, it varies by editor. Every compile that leaks (in theory) writes a yourmap.PTS or .LIN file that lists coordinates of the centers of all leaves connecting the edge of the grid to whatever entity the test hit first (it assumes all entities are inside the map, which they should be), in order.
That line (in theory, 99% of the time, unless you're doing REALLY wacky hyperdetailed slanty things) always goes right through whatever accidental microtunnel you left between brushes. If the leak appears to go through an otherwise solid brush, that brush may be fucked up somehow and getting tossed out by the compiler (there will be accompanying warnings), it may be an out of date leakfile and you didn't actually get a new one after all, or your brushwork is just amazingly dangerous.
It's also a good reminder when you just forget to build a ceiling.
#15480 posted by Scampie [72.12.65.92] on 2015/09/20 00:15:08
you can also use the command 'pointfile' in most Quake engines, and it will draw some points for you in engine (limited by particle counts)
it will likely also be useful to use 'gl_clear 1' when doing this too, since you'll want to noclip around to find it, and having a HOM void is annoying.
#15481 posted by Ruin [166.137.8.29] on 2015/09/20 02:20:05
I do use the pointfile cvar command on a regular basis, but for some reason, the leak file wasn't being updated at the time.
mfx - that's a really good idea, running qbsp after saving. A lot of the time I make too many changes in between compiling, which makes it near impossible to debug once there's a problem. I'll definitely make a habit of that.
The message is: WARNING: CutNodePortals_r:new portal was clipped away
Thanks!
 Tyrutils 0.15 Win32
#15482 posted by madfox [84.84.178.104] on 2015/09/21 23:24:57
 Madfox
#15483 posted by ericw [108.173.17.134] on 2015/09/21 23:34:04
-dirt is only in my fork of tyrutils, available here
 I See
#15484 posted by madfox [84.84.178.104] on 2015/09/22 02:06:08
forgot the right parms, foolish me.
 Qbsp.log
#15485 posted by madfox [84.84.178.104] on 2015/09/23 02:00:43
I tried to be smart to make use of the qbsp.log file.
Usually I mark the warning points off with a ambient_sound
to see where to look.
So if I get something like:
WARNING: CheckFace: Healing point (752 -73 -58) off plane by -0.0557
I place an ambient_drip on the 752 -73 -58, to cheque out where to start looking.
Somethimes it isn't clear where to look, so I open the qbsp.log with EditPlus.
Then I see there is a warning more specific, for some brushes (not the first one) like
WARNING: CheckFace: ^-- Brush 1251, Line 33721 ( Ent 0 SubBrush 1251 )
I hate to admit, but the Brush 1251 doesn't have that coordinates, and more Line 33721 shows another brush(?) that even doesn't have these specifics.
How do I obtain a no warning map, or what do I do with these Checkface's if they point to another trace?
 Madfox
#15486 posted by mfx [77.180.58.33] on 2015/09/23 08:16:56
Rebb and me would appreciate having a look at the mapfile. Just mail rebb, those errors arent critical, especially the "healing point" warnings.
They basically tell you the compiler "heals" (so to say repairs) slight offgrid stuff by himself.
For the check face stuff, there is usually a texturename printed too, if they dont match the coords given, look for planes that intersectect those coords when expanded.
Sounds cryptic i know, send map please!
 Enliten
#15487 posted by adib [177.133.250.179] on 2015/09/27 06:17:08
I tried to fix the leak in your hellvert map and send it back to you, but the way it's built makes it too hard. I'd rather start another map from scratch and steal your design only. But then again, Q1 deathmatch is not getting much attention, or I'd have to wait for Mezmorki server is on, not even knowing if he intend to accept map submissions from us. So, let's say I'm stealing your work to keep it on a to-do list for a while.
 Rotating Door Tut
#15488 posted by Ruin [166.137.8.56] on 2015/09/29 08:06:47
Does anyone know where I can find out how to make a functioning func_rotate_door a la Hypnotic or Quoth? This is killing me...
Thanks in advance.
 I Guess You Can Find...
#15489 posted by JPL [46.218.101.22] on 2015/09/29 09:22:22
 Yes
#15490 posted by Preach [77.99.55.146] on 2015/09/29 19:28:31
In particular look at this one first, where czg's tutorial is copy-pasted:
https://tomeofpreach.wordpress.com/quoth/tutorial/rotation-overview/
Thanks, czg!
 Question
#15491 posted by JohnisonBoa [186.105.70.194] on 2015/10/11 22:04:12
#15492 posted by Spirit [92.196.23.195] on 2015/10/11 22:12:03
You cannot "open maps with the exe" if that's what you mean, You have to use the map command to load them.
 Getting Close
#15493 posted by JohnisonBoa"thenoob" :| [186.105.70.194] on 2015/10/11 22:15:31
And where I can get the command?
#15494 posted by FifthElephant [82.24.73.240] on 2015/10/11 22:40:15
Store the games in quake/id1/maps
When you run the engine of choice you bring down the console by pressing the tilde key, this will be above your tab button and left of your "1" button.
Type "map yourmap" without the quotation marks.
You can only run a map if it's a .bsp file.
#15495 posted by FifthElephant [82.24.73.240] on 2015/10/11 22:40:37
whoops.. the first sentance should be "store the maps"
#15496 posted by Spirit [92.196.23.195] on 2015/10/11 22:41:26
#15497 posted by JohnisonBoa [186.105.70.194] on 2015/10/11 23:06:44
Ok, the button onside the tab every time I use, so use map mymap.bsp is so easy and I don't use it...
 What If
#15498 posted by madfox [84.84.178.104] on 2015/10/12 04:42:25
a queer perfectionist would like to try to clear up a map from all its warnings?
There was a discussion about it some toppic numbers ago and it made me thinking.
The modern compilers correkt the warnings with healing points, I get weary eyes detecting the cutnode portals away, and reading the qtooltips it doesn't seem to matter much on the final compiled map.
So what am I trying to correkt?
Working on my last map I managed to lower the warnings from 148 to 14.
The last cutnodeportals stay a mystery to me as they are somewhere out of the brush area in open space.
Don't get me wrong, I'm not complaining.
I just want to nit out these warnings and confirm myself I did it right.
Sometimes I hate myself for bucking me with this question and in the end it doesn't seem to matter as maps with 1000 warnings play alright.
Does it extend the vistime, makes it a map go turtling, or are they just keen pointers to the way a better compiling can be obtained?
#15499 posted by mfx [85.179.162.21] on 2015/10/12 05:33:42
With no visible HOMs and no clipping issues in that map after a full vis i'd say its fine.
Just ignore the warnings, check the map extensively, test every nook and corner for said issues.
Should be fine i'd say.
#15500 posted by Orl [73.10.210.162] on 2015/10/12 06:20:24
warnings from 148 to 14.
That's all? I have 5277 warnings at this point in my map. You have some catching up to do.
#15501 posted by mankrip [66.249.88.159] on 2015/10/17 21:06:58
Compiling the GPL'd vanilla maps is frustrating. Each compiler gives different warnings/errors on different maps.
Some map compilers are case-sensitive, but the texture extraction tools / WAD compilers store texture names as lowercase, while the textures' names in the .map files are in uppercase. Even Jackhammer has this disparity between its own texture extractor and .map exporter tools.
No way I'm going to manually rename every texture to uppercase, and I've found no tool that does this job.
Some QBSP compilers fails to compile E2M2, some fails to compile other maps, and none compiles all maps (the four episodes + DM1 to DM7) correctly.
Not to mention that several of those maps have some surfaces that tends to get wrong lighting or to be left unlit, therefore being displayed as fullbright.
Also, removing the "style" field from one of the light_flame_large_yellow at the start of start.bsp makes the room go almost fully dark, messes up with the entity triggers everywhere on the map, and readding the .style field to it doesn't fix the problem.
It seems even Shia LaBeoulf wouldn't be able to just compile those maps.
 Shia LaBeowulf
#15502 posted by Lunaran [24.56.201.253] on 2015/10/17 23:19:24
 Notepad++
#15503 posted by ijed [186.9.131.153] on 2015/10/18 20:26:08
Will allow you to easily fix the texture names in one find/replace session.
#15504 posted by mankrip [66.249.88.154] on 2015/10/19 03:19:42
To find & replace I would still have to type each of the dozens of texture names manually.
I'll eventually code a commandline tool for matching texture names between .map and .wad files. This way, it can be included as an extra compiling step in Jackhammer and Worldcraft (I still haven't tried using Trenchbroom), before qbsp.
 On Linux
#15505 posted by JPL [46.218.101.22] on 2015/10/19 08:56:15
sed is your friend :)
#15506 posted by necros [64.233.172.233] on 2015/10/19 14:51:26
Even on windows
 Necros
#15507 posted by JPL [82.234.167.238] on 2015/10/20 21:18:17
Oh, thanks ! I was not aware that sed was also available on windows (let's say DOS exactly).
great !
 First Map
#15508 posted by dianus [205.189.94.12] on 2015/10/22 22:01:03
Hi everyone, I am following Scampie's getting started with Trenchbroom and Quake guide (http://quakewiki.org/wiki/Getting_Started_Mapping) I've made it through the process step by step, all up to compiling. Necros' compiler (also tried this on command line on mac) does produce a .bsp but I can't load the custom map in game.
I feel as though I am missing a step. My directory is organized (quake/id1/maps) as expected. When I try to call the map in console I receive a "couldn't spawn server" message (tried this on fitzquake on windows, and quakespams on mac, same result) What am I missing here? I'm using the shareware .pak, does this make a difference? Excited to make some progress! Thanks for your help!
 First Thought
#15509 posted by madfox [84.84.178.104] on 2015/10/22 22:33:48
Did you place your .bsp in the quake/id1/maps folder?
Not sure if you can play a map with the shareware.pak alone.
This in case you use monsters like Hellknight, which need the fullware version.
 First Map
#15510 posted by Dianus [205.189.94.11] on 2015/10/22 22:43:30
Yep I structured the folders as you would expect (quake/id1/maps) I wonder now if it's because it's shareware. Is there any reason couldn't load a .bsp compiled for (fitzquake/quakespasm) The level is just a cuboid room with one light and a info_player_start
 Second Thought
#15511 posted by madfox [84.84.178.104] on 2015/10/22 22:58:47
For just a cuboid room/light and player it shouldn't be a problem.
You could type "path" in the console, without the connotaton marks to see where your quake executable leads to.
If it is quakeid1maps your bsp should be there and start playing after "map your.bsp".
Isn't there no default in your placed mapname,
ie no bsp behind it, or longer then 8 letter mapname?
I'm using Quakespasm also for the first time and found out it didn't worked the way I thought.
So what I did was making a subdirectory in the Id1 one, called it my game, made a new subdirectory called "maps" and placed my bsp into it.
Then after making a new shortcut from the quakespasm.exe with characteristics
quakespasm.exe game mygame I could start in the right directory.
Then I typed "map mymap.bsp" in the console and it went fine.
 Oops
#15512 posted by madfox [84.84.178.104] on 2015/10/22 23:01:06
I ment a subdirectory in the Quake folder, not the Id1 folder.
#15513 posted by ericw [108.173.17.134] on 2015/10/23 01:20:58
I think the "couldn't spawn server" error is because the shareware version doesn't support custom maps.
 Registered Quake
#15514 posted by Dianus [205.189.94.11] on 2015/10/23 01:42:06
What do you need for a "full" copy of Quake, just the pak0.pak? Can you legally obtain that from the steam version?
 Dianus
#15515 posted by FifthElephant [82.24.73.240] on 2015/10/23 01:45:18
If you buy the game through steam or gog then your map should work.
#15516 posted by Scampie [72.12.65.92] on 2015/10/23 01:50:48
As the corpse of the monstrous entity Chthon sinks back into the lava whence it rose, you grip the Rune of Earth Magic tightly. Now that you have conquered the Dimension of the Doomed, realm of Earth Magic, you are ready to complete your task in the other three haunted lands of Quake. Or are you? If you don't register Quake, you'll never know what awaits you in the Realm of Black Magic, the Netherworld, and the Elder World!
Shareware Quake is pak0.pak only, registered also has pak1.pak which has all the content missing from shareware like maps and several enemies and lightning gun.
The Steam version is the full registered version, the .exes it comes with just don't run without Steam running, but you can avoid that by using any other engine .exe which you want to do anyway.
#15517 posted by Rick [75.65.153.192] on 2015/10/23 04:31:16
I wonder if Steam, and not Id/Bethesda is responsible for this? I bought a copy of Fallout 3 goty from Steam and it runs fine without Steam.
I bought Quake when it first came out, direct from Id, and have been moving the folder from one computer to another for 20 years and I don't remember ever having to deal with drm of any kind.
Personally, I now try to verify that the Steam version of a game will run without Steam before buying. If it doesn't, then I won't buy that game from them unless they are the sole supplier.
GOG.com is a great source for DRM free games
#15518 posted by necros [173.199.65.37] on 2015/10/23 04:56:34
Personally, I now try to verify that the Steam version of a game will run without Steam before buying
what steam game DOESN'T require the client to be running??
#15519 posted by Johnny Law [67.188.146.229] on 2015/10/23 05:00:04
A few don't. http://steam.wikia.com/wiki/List_of_DRM-free_games
In the case of Quake I don't really care, since I almost never use the original engines and they're downloadable from id anyway. The key bits are just pak0/pak1.
#15520 posted by Rick [75.65.153.192] on 2015/10/23 13:26:34
I have Fallout 3 (goty)and all three of the new Shadowrun series bought on Steam that I know will run from where ever I put the game folder and don't require Steam to be running.
Note that Steam gives you a short time to try games and still be able to get a full refund. Basically less than 2 hours played and within 2 weeks of purchase.
http://store.steampowered.com/steam_refunds/
 Steam
#15521 posted by madfox [84.84.178.104] on 2015/10/23 20:13:10
refused my DukeNukum3D because I played it once,
and my account had used it before.
refused AliceInWonderland because..,
and so on.
 It Works!
#15522 posted by dianus [206.248.130.172] on 2015/10/24 09:18:47
Decided to go with the GOG version (being DRM and client free) and...it works! The map loaded just fine. I didn't realize the full version of Quake was needed, seems obvious now. Thanks guys!
#15523 posted by FifthElephant [178.109.97.133] on 2015/10/24 11:33:47
Good to see you got the game, time to play through it and once you're done play through the maps on quaddicted
 Damage By Triggered Action
#15524 posted by khreathor [88.156.137.101] on 2015/10/31 20:38:07
1) Can I give a damage to monsters by enabling a trigger in vanilla Quake? For example I use trigger_counter and when the sequence is complete it kills some monster.
2) Can I execute telefrag on monster without a teleport entities?
#15525 posted by Lunaran [24.56.201.253] on 2015/10/31 21:53:55
QC hacks might make this possible. You could set the 'use' key on the monster to whatever the name of it's death function is in the progs ("dog_die" or whatever, you'll have to look in the source to see), then just trigger it, but it won't figure into the kill count properly.
You can also make a func_door or something and set "touch" on it to "tdeath_touch", and have it open from under the floor to poke the monster in the feet, that should blast it pretty hard. note: I have never tried this.
#15526 posted by Lunaran [24.56.201.253] on 2015/10/31 21:56:02
of course, that's assuming the monster isn't moving, in which case I guess you could just crush it too ... never mind, I'm not paying attention!
#15527 posted by skacky [90.0.197.178] on 2015/10/31 23:46:58
I have a quad on a func_wall that gets killtarget when the map starts. The quad then floats in midair. It worked fine until I enabled VIS during my compiles, and now the quad falls through the world. What gives?
#15528 posted by Scampie [72.12.65.92] on 2015/11/01 00:47:15
Not sure, but you might need to killtarget it a bit later if you are doing it instantly when the player spawns, the Quad may have not dropped to floor yet if you do it instantly.
#15529 posted by skacky [90.0.197.178] on 2015/11/01 00:53:21
Doesn't change anything, sadly.
#15530 posted by skacky [90.0.197.178] on 2015/11/01 00:55:08
Okay I found out why. It needs to have a proper texture, not SKIP.
#15531 posted by PuLSaR [46.164.250.9] on 2015/11/01 07:28:38
Is it possible to compile a map without wateralpha these days?
 Should Be Possible
#15532 posted by ericw [108.173.17.134] on 2015/11/01 07:58:47
it's a qbsp option. for tyrutils: -notranswater and bjptools: -nowatervis
 Thanx!
#15533 posted by PuLSaR [46.164.250.9] on 2015/11/01 08:12:02
#15534 posted by metlslime [50.150.122.79] on 2015/11/01 19:18:02
Skip should have the same collision as other textures unless some compiler has changed this behavior
#15535 posted by necros [46.166.186.239] on 2015/11/01 22:21:22
droptofloor uses visible hull, no?
 @necros
#15537 posted by Spike [86.191.128.189] on 2015/11/04 01:15:26
no.
it uses a tracebox, so the hull it uses depends upon the size of your entity (which is kinda what you'd normally expect).
 No Teleport Effect
#15538 posted by killpixel [174.48.226.30] on 2015/11/04 02:32:03
Having a group of several monsters teleport but only one shows the tele effect. I can't seem to get more than one instance of the effect at one time. Anyone seen this before? Using the latest quakespasm btw.
 Shortage Of Particles?
#15539 posted by necros [109.201.154.150] on 2015/11/04 06:04:11
try running the engine with -particles 100000.
 Haha, That Worked!
#15540 posted by killpixel [174.48.226.30] on 2015/11/04 07:46:08
Strange that by default quakespasm won't display more than 1 tele effects worth of particles...
anyway, thanks!
 Were You Using -pointfile?
#15541 posted by ijed [190.22.17.11] on 2015/11/04 10:49:31
 Health.
#15542 posted by biff_debris. [99.45.86.4] on 2015/11/05 22:23:10
So I'm drubbing through the progs dir with qME, and can't find the health box model. Am I a colossal blackhead and missing something? You be the judge.
 Search Health In Maps
#15543 posted by PuLSaR [46.164.242.46] on 2015/11/05 22:28:30
b_bh25.bsp
 Its A Bsp
#15544 posted by ericw [108.173.17.134] on 2015/11/05 23:19:07
Maybe qme doesn't display .bsp's?
 Yup
#15546 posted by mankrip [66.249.88.32] on 2015/11/06 04:11:18
qME doesn't display BSPs.
#15547 posted by necros [109.201.154.157] on 2015/11/06 05:07:33
QuArK does!
 ALSO
#15548 posted by PyroGXPilot [71.89.205.34] on 2015/11/06 08:44:31
Noesis, Blender
 Gtkradiant 1.5's Vertex Manipulation
#15552 posted by Breezeep_ [108.53.84.156] on 2015/11/14 04:08:56
I decided to play around with the vertex editor in GTKRadiant 1.5, and I noticed that there isn't really much freedom to move verticies as I saw in comparison with 1.4
This just looks weird: http://i.imgur.com/Z6kO8P4.gifv
Anyone know why this is?
 Yeah
#15553 posted by killpixel [174.48.226.30] on 2015/11/14 06:03:13
this has always bothered me. wonder if there's a way around it?
 I'm Not Sure
#15554 posted by madfox [84.84.178.104] on 2015/11/14 08:09:58
but I thought there was a way to select two controlpoints by keeping the leftmouse down and surround them.
 Just
#15555 posted by madfox [84.84.178.104] on 2015/11/14 09:43:47
installed Radiant to see.
It should be: press shift + left mouse surround.
Then both controllpoints move smoothly.
 Breezeep_
#15556 posted by Kinn [86.175.217.138] on 2015/11/14 11:41:29
Yeah it looks gash, but what you are trying to get radiant to do is undefined.
Radiant does not create new planes or split brushes automatically in order to maintain brush validity after vertex manipulation, so in order to keep the brush valid it must move other plane points - and the results are about as useful as you would imagine.
Trenchbroom is a bit smarter in that it creates new faces as required. To be honest though I'm a diehard Radiant fanboy and get by with the clipper and edge manipulation, using vertex manip only on certain shapes where I know the results will
 Wtf It Ate The Result Of My Post
#15557 posted by Kinn [86.175.217.138] on 2015/11/14 11:44:41
"...where I know the results will be predictable"
 Clip Only Brush Entities
#15558 posted by Preach [77.99.55.146] on 2015/11/17 23:26:47
If you build an entity entirely from clip brushes it doesn't usually work - I remember it being something to do with the bounding box not being enlarged by clip brushes. The workaround at the time I learnt this was to sandwich the clip brushes between thin regular brushes on opposite sides, so the clip lived within the boundaries they formed. Is this still state-of-the-art when it comes to making clip brush models, or is there some new compiler which corrects this automatically?
 It's An Engine Thing
#15559 posted by necros [64.233.172.251] on 2015/11/17 23:28:33
Doesn't check collision outside of visible area
#15560 posted by mankrip [66.102.8.209] on 2015/11/17 23:41:56
Is it possible to spawn a zombie that's laying on the ground by default, and that only wakes up when we touch a trigger, without changing the QC code?
 No
#15561 posted by onetruepurple [93.105.176.50] on 2015/11/17 23:48:20
The best you can hope for in id1 is to emulate it, like E4M3 did.
#15562 posted by Rick [75.65.153.192] on 2015/11/18 00:16:22
What necros said. I remember pushing some scrags with clip brushes once, but they had to be part of an entity made by visible brushes and had to be within the bounding box of the visible brushes.
#15563 posted by Scampie [72.12.65.92] on 2015/11/18 00:31:14
If you don't mind it blocking weapon fire, just do a skip textured brush model?
#15564 posted by ericw [108.173.17.134] on 2015/11/18 00:33:48
Would an entity made of just skip brushes work better?
 Prog Hacks
#15565 posted by DeeDoubleU [37.229.212.196] on 2015/11/18 00:48:37
Trying to understand prog hacks and experimenting with different stuff.
Have few questions.
1. Is there any lists of appropriate functions for 'use', 'think' and 'touch'?
I found .qc files, but how can I know which function can be used where?
2. If I create trigger_multiple and then manually change its classname to info_notnull or InitTrigger it doesn't work.
If I create info_notnull from the beginning, change class to InitTrigger and use same keys and values - it works, but I can't change its size.
Inside map file I can see that first example doesn't have any brush information, only origin which I suspect is wrong anyway - "-64 0 0" while true-info_notnull right next to it has "-1248 352 -288".
Can anyone explain the process of creating "big" point entity?
Using GTKRadiant 1.6.
3. Is it possible to create say healing or other custom/hacked trigger that uses angle(only works when I'm facing specific direction)?
#15566 posted by PuLSaR [46.164.254.130] on 2015/11/18 00:52:02
Would an entity made of just skip brushes work better?
Yes
 #15558
#15567 posted by metlslime [159.153.4.50] on 2015/11/18 01:17:32
qbsp is supposed to calculate the physics bounds of each brush model. The engine fix for this bug would be to ignore the bounds in the .bsp and calculate your own. The tools fix is to calculate bounds correctly in qbsp. The mapper fix is to add a visible brush at opposite corners, hopefully inside other geometry so you don't see them.
 Skip That
#15568 posted by Preach [77.99.55.146] on 2015/11/18 01:18:13
No, I want the effect of clip for what I have in mind. Visibility isn't a problem because I can turn that off with QC, but I want attacks and traces to pass through and only large entities to be blocked.
 Prog Hacks
#15569 posted by Preach [77.99.55.146] on 2015/11/18 01:20:32
Hi DW, I have a collection of posts on my site which answer several of your questions
https://tomeofpreach.wordpress.com/category/map-hacks/
In particular, the following post is a guide to which functions you can/should use:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
and this one deals with building triggers:
https://tomeofpreach.wordpress.com/2013/05/13/build-your-own-trigger/
 Which Function 2015
#15570 posted by Preach [77.99.55.146] on 2015/11/18 01:28:17
Revisiting that first post, it actually doesn't say as much as I thought it did about which functions you can use.
In a technical sense any QC function can be used. However, if the function takes parameters they will end up uninitialised, which rarely works well, so usually those functions should be avoided.
Which ones are useful is a bit more of a different matter - it's really down to what you're trying to accomplish. The following post has a bit of a guide on how I go about locating a useful function in the code and turning it into a functioning hack:
https://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/
#15571 posted by necros [172.98.67.84] on 2015/11/18 02:28:49
sorry, what i said is not entirely correct. the engine only calculates collision within the bounding box.
so as metl is saying, it can be either side's fault.
the engine is a little lazy on how it decides to calculate collision, but the tool is just wrong in calculating the bounding box.
CAGE FIGHT!
#15572 posted by metlslime [159.153.4.50] on 2015/11/18 04:13:50
i don't think it's lazy to trust the data coming from the map compiler. It just turns out to be wrong.
#15573 posted by ericw [108.173.17.134] on 2015/11/18 04:45:52
I can take a shot at fixing this in tyrutils-ericw, or at least add it to the todo list. It might be something that is easy to fix, given a test case.
 Dynamic Light Maphack
#15574 posted by Text_Fish [89.240.53.9] on 2015/11/18 11:06:34
Is there a maphack I can do to turn on a dynamic light (much like the power-up glow or weapon flashing) attached to the player, that gets triggered during play and lasts until triggered again or until the end of the map?
I'm mapping for Quoth btw. I know there's a torch powerup available but I'd prefer a pool of light to a spotlight, and I don't want the player to be able to turn it off himself.
 Prog Hacks
#15575 posted by DeeDoubleU [37.229.212.196] on 2015/11/18 11:20:30
I found your site while searching for info, Preach. Read most of the map hacks articles. I especially liked sad story of info_notnull that thought it is a real shambler 8)
Great info, even though at least half of it is too advanced for me at the moment. Another thing that makes my life harder is editor behavior.
For example, I tried to recreate activated door from Dynamic Entity Spawning and it didn't work (as I described in 2nd question). Well technically it worked, but not in a way it supposed to - activator-button opened door and activated trigger ignored me.
Today I opened my test map and same setup works as it should without me changing anything.
Few other things happened.
All entities with info_notnull and InitTrigger classnames had their position and size reset. Remember I wrote about suspicious "-64 0 0" origin? Well, now it is correct since entity crawled to the center of the world over the night.
As for what I'm trying to accomplish, I had that weird idea of trigger_push that pushes player only while he is facing specific direction. Realized that movement and view direction both use 'angle'. Got confused and tried to make something simpler.
So far I can recreate trigger_push behavior and trigger_multiple with angle, but not mixed together.
 Some Combo
#15576 posted by Preach [77.99.55.146] on 2015/11/19 00:07:19
I think that might be a difficult combo to create. One of the barriers is that the "movedir" field is used by both type of entities to determine the direction of travel/activation. The bigger one is that the code which decides if you are facing the correct way to activate a trigger doesn't really depend on any other properties of the entity - it's hard-coded to call multi_trigger.
So if my heart was set on it, I'd probably accept I need to just have a conventional "facing trigger" activating some kind of hacked entity which pushes the player, and can be toggled on and off. I've never seen anyone create a trigger which can be switched on and off an arbitrary number of times before, the "spawn a trigger" was a state-of-the-art trick, but only good for one shot. But now I wonder if there might be a way...
The idea would be to create a moving trigger! I think the door functions are the best bet for this. An important detail is that we get actual instant teleportation if we make set the speed high enough, which will probably save us worries about movetype. Then you have a position far outside the map for the trigger to sit idle, and a target position for it to jump to when triggered. Use the door TOGGLE spawnflag value (32) so it doesn't auto-return and it might just work.
This is just a theoretical plan right now, but if it works then it's a really huge hack idea with a wide number of applications. So when I get a chance tomorrow I'll try to see if it can be made to work.
#15577 posted by necros [172.98.67.74] on 2015/11/19 01:08:27
hmm, will a trigger generate a touch if it teleports over an entity? (eg: with setorigin) i think you need force retouch?
 Some Combo
#15578 posted by DeeDoubleU [37.229.212.196] on 2015/11/19 10:38:02
"movedir". Yeah, that's what confused me too.
Maybe it still possible if we accept that this trick will always push and trigger using same direction?
I tried to activate different variations of pushing entity and failed. Maybe I'm doing something wrong (still a noob), but it looks like push trigger only works directly and does nothing when triggered by anything except for player.
#15579 posted by khreathor [194.181.150.106] on 2015/11/19 13:44:48
It's good to take a look at QC sources to figure out why something is not working.
For example "counter trigger" won't message "Only 3 more to go..." etc. when the activator is not player...
if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
Now I'm looking for some workaround, so monster killing each other can "fire" message in counter.
 Toggleable Trigger_push
#15580 posted by Preach [77.99.55.146] on 2015/11/20 01:00:21
Hey DeeDoubleU, this one's for you.
https://tomeofpreach.wordpress.com/2015/11/19/toggleable-trigger_push/
It gets you a trigger_push hack which can be turned on and off an arbitrary number of times. You'll still have to do a bit of the heavy lifting here, useing a conventional "facing detector" trigger to turn it on. You may have to play around with the best way to make this work, some suggestions to try:
* Get rid of the TOGGLE spawnflag, so the trigger naturally returns to "closed" after a short time, and only constant retriggers from the facing detector will keep it in place
* Keep the TOGGLE, but have a trigger_relay which resets it at the same rate that the facing detector is reactivated
* Keep the TOGGLE, and have a pair of overlapping, opposite facing detectors. One triggers to turn the pusher on, and the other facing turns it back off.
 To Khreathor
#15581 posted by Preach [77.99.55.146] on 2015/11/20 01:11:24
You're next in the queue! I like this hack so much I'm going to use it to fix your problem too! But it's bedtime now so it may take a little while until I get a chance.
TextFish: Have you tried a slient, rapidfire https://tomeofpreach.wordpress.com/quoth/tutorial/info_trap/ targeting the player through the floor? That sounds pretty hacky to me! There's probably a way to create a follow spot in just regular quake using an info_notnull, the effects flags, and the ShalHome function.
It's also interesting that both of you have asked a question which the aside in https://tomeofpreach.wordpress.com/2015/11/18/selective-clipping/ is very relevant to. Who does the spotlight follow if there are no players connected? In coop, which one of the players do you want to give the "3 more to go..." message to?
 Preach
#15582 posted by khreathor [88.156.136.240] on 2015/11/20 04:02:25
Thanks for your help! I already tried few combinations with "enemy" key. I finally got it working. Problem was I forgot to set "wait" ;)
So I have connected enemies to info_notnull, which triggers counter every time enemy dies with "enemy" key set to 1, so it always blames player ;D
Here is an example:
{
"classname" "info_notnull"
"angles" "-0 0 -0"
"target" "counter"
"targetname" "count_enemies"
"use" "multi_trigger"
"enemy" "1"
"wait" "0.01"
"origin" "400 472 0"
}
 Thanks Preach.
#15583 posted by Text_Fish [78.148.159.97] on 2015/11/20 14:15:37
My idea isn't worth abandoning Quoth for and it sounds like the info_trap would be very reliant on the player remaining as low as possible in the map (limiting the use of bridges and multi-story buildings etc.), so I think I'll need to put it on the back-burner until I can think of another solution!
 @Preach And Others
#15584 posted by DeeDoubleU [37.229.212.196] on 2015/11/20 16:44:58
I feel like I'm missing some fundamentals. Some details that no one ever mentions because it's basic stuff.
Finally figured out that I need to add keys in text editor and compile with .bat file, since editor "fixes" non-standard entities on map save/open and build.
Is there easier way to do this - some set of handy utils or hack-friendly editor?
Preach, maaaan they should teach about you in school.
Togglable push trigger works, though I can't implement your suggestions properly.
I can't make push-door go down on its own. It's either constantly going on and off dropping player a bit during each 'off' phasse or never goes down.
 If We Talk About Basics
#15585 posted by khreathor [194.181.150.106] on 2015/11/20 16:56:43
http://quakewiki.org/wiki/Map_based_hacks
But you must remember those are hacks, so you just exploit existing functions. That means: if you want to make some complex stuff, you need to write your own scripts in QC.
#15586 posted by metlslime [159.153.4.50] on 2015/11/20 18:23:59
some editors don't "fix" entities like that, so you might try other editors -- or talk to the developers here if it's trenchbroom or jackhammer.
 What Do You Mean, Fix
#15587 posted by SleepwalkR [79.195.5.252] on 2015/11/20 18:41:57
You mean that the editor clears out any properties that weren't in the .def or .fgd file? I don't think TrenchBroom does that, and if it does, it shouldn't and I will fix it.
 It Doesn't As Far As I Know...
#15588 posted by ijed [200.73.66.2] on 2015/11/20 20:01:27
I tend to prototype stuff without adding it to my fgd.
But I'm still on the last TB1 and only put stuff in TB2 to test.
If/when I map again I'll update to all the latest tech.
 It's GtkRadiant.
#15589 posted by DeeDoubleU [37.229.212.196] on 2015/11/20 20:02:24
It doesn't remove any keys or values, but if I create trigger that has actual volume and then change it's class to info_notnull - load/save/build would clear brush info from that entity and add origin instead.
Was wondering how you guys do it and hoped someone knows another way except making all hack related stuff last [in notepad] and never modify and save map in editor again.
#15590 posted by metlslime [159.153.4.50] on 2015/11/20 20:49:53
oh yeah, there is the problem of trying to use info_notnull as a brush entity and a point entity in the same map. If you only want brush entities you can just change it in the .def file, but if you want both you can't.
Probably the best solution with the tools we have is to create a info_notnull2 which allows brushes, then add to your batch file some kind of step that does a search and replace with info_notnull2 to info_notnull.
#15591 posted by negke [31.18.227.54] on 2015/11/20 20:55:16
Radiant only supports an entity classname to be either point- or brush-based. By default the definitions make info_notnull a point entity, so the editor converts it once you rename it.
There's no solution, only a workaround: I changed the def file so that info_notnull defaults to being a brush-based entity which then works for trigger volumes and such. It's still possible to make point-based info_notnulls by creating some point entity and renaming the classname afterwards; however, it will not show up in the editor views and can only be accessed/edited from the entity list ("L"). Pretty awkward.
 Too Slow
#15592 posted by negke [31.18.227.54] on 2015/11/20 20:55:46
 TrenchBroom Allows You To Do It
#15593 posted by SleepwalkR [79.195.5.252] on 2015/11/20 21:09:41
 Monster Doors
#15594 posted by Text_Fish [78.148.159.97] on 2015/11/20 21:54:03
Is there a way to make a door operable by monsters only? I thought it could be cool to have a bit of my map where the player has to sneak through the door just after a monster to get through.
#15595 posted by Rick [75.65.153.192] on 2015/11/20 23:07:56
I was using Netradiant and having no problems at all with info_notnull spawnable triggers, until I downloaded a newer version - then it went all stupid. Not only did I have to switch back to the older Netradiant, I had to revert to an earlier version of the map that had never been saved in the newer version. I probably could have eventually figured out what was wrong, but reverting to an older map was quicker.
 Monster Doors And Info_notnull Defeated, Almost
#15596 posted by DeeDoubleU [37.229.212.196] on 2015/11/21 00:49:32
Trigger opens real door and another invisible one that blocks only player.
https://dl.dropboxusercontent.com/u/58150516/monstersonly.zip
Thanks for suggestion guys. I changed my quake.def entry for info_notnull to:
/*QUAKED info_notnull (0.8 0.6 0.2)
Invisible entity. Used as a positional target for lightning.
*/
Works like a charm. Only problem is... not even a problem really, minor issue - editor treats every word of description as a flag now 8)
https://i.gyazo.com/826e8d43aaccbbd2295bf16e20fb45f0.png
#15597 posted by necros [172.98.67.35] on 2015/11/21 02:31:23
point entities are defined like this:
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles. They disappear in Deathmatch.
*/
where the last 2 sets of numbers refer to the minimum point and maximum point of the bounding box.
#15598 posted by metlslime [50.150.122.79] on 2015/11/21 07:41:37
You're missing a question mark. Here's a correct example:
/*QUAKED trigger_ladder (.5 .5 .5) ?
invisible ladder entity. when player is touching this entity, he can climb by pushing 'jump'
Keys:
"angle" the direction player must be facing to climb ladder
*/
#15599 posted by necros [172.98.67.35] on 2015/11/21 10:02:27
oh right you were actually trying to do a brush entity..... i think my reading comprehension is getting worse ._.
 Editors "Fixing" Entities Not Conforming To FGD
#15600 posted by Qmaster [64.233.172.238] on 2015/11/22 22:00:18
For Worldcraft/Jackhammer users, you can delete the definition for info_notnull from your fgd. One caveat, if you use a targetname on it, though, the editor won't be able to find it when it does the "Check for Errors" and will say cannot find suchnsuch targetname for whatever entity targets it. Just ignore it if you can. Conversely it won't be able to tell you if the info_notnull's target can't be found.
 Predefined Entity Properties?
#15601 posted by DeeDoubleU [37.229.216.242] on 2015/11/23 10:52:12
Is it possible to make an entity with predefined keys and their values?
Would be nice to setup few hacked triggers/doors once and then just place it on the map as easy as regular entities.
Oh, and by "possible" I mean editing .def or other config/settings file, without recompiling the editor.
#15602 posted by adib [66.249.88.169] on 2015/11/23 15:00:14
I think FGD allows default property values.
 Disco Lighting
#15603 posted by kaffikopp [129.241.137.114] on 2015/11/26 22:20:03
Anyone know what causes this? It seems to appear in certain spots in every map I compile: youtube link
#15604 posted by ericw [108.173.17.134] on 2015/11/26 22:40:17
I'd guess there's a stale mapname.lit file in your quake/id1/maps directory, try deleting it.
If you're compiling in another directory and copying to quake/id1/maps, make sure to copy both the .lit and .bsp.
#15605 posted by ericw [108.173.17.134] on 2015/11/26 22:44:18
Also, in that video it looked like the disco colors were showing up on the gun, but the floor was black? That's an engine bug (or weird feature), I guess. What engine is that?
To avoid having to run around checking for the gun color to change, maybe try Quakespasm with "r_lightmap 1" and "gl_clear 1" set, and noclip around the map. I'm fairly sure that QS will always match the weapon color with the floor lightmap color you see with "r_lightmap 1".
 MarkV
#15606 posted by kaffikopp [129.241.137.114] on 2015/11/26 23:39:02
Strange, I tested the same map in QS and it didn't occur. Guess it must be engine-related and not the map or compile tools.
 Eric
#15607 posted by ijed [186.79.235.199] on 2015/11/29 02:24:51
I felt like throwing some money at you, but there's no paypal link on your site...
Props for everything you continue to do, we all need more unassuming heroes.
 Ijed
#15608 posted by ericw [108.173.17.134] on 2015/11/29 21:43:56
Thanks, appreciate it :-)
 Engine Weirdness
#15609 posted by dumptruck_ds [66.214.184.70] on 2015/12/04 17:32:56
First corrupted lightmaps in Darkplaces. These look fine in Quakespasm, Fitz 8x, Mark V even original GlQuake! I googled and see nothing. The complier I am using is tyrutils-ericw (v0.15.1). Any help or ideas on what to try would be appreciated.
https://dl.dropboxusercontent.com/u/23701801/dp20151203164613-00.jpg
https://dl.dropboxusercontent.com/u/23701801/dp20151204072950-00.jpg
Next issue. I have a ramp 128x128 with a height change of 64. And I am getting stuck on an invisible barrier - not 100% of the time but enough to be a problem in a DM map. Now I assume this is a netquake issue (Quakespasm) vs. QW physics of (Darkplaces). But hoping there is some way to address this.
https://dl.dropboxusercontent.com/u/23701801/ramp_issue.PNG
#15610 posted by metlslime [159.153.4.50] on 2015/12/04 19:10:03
for the second problem, try replacing the triangular wedge with a slanted cube that has both a sloped surface and a flat top surface in the same brush.
#15611 posted by ericw [108.173.17.134] on 2015/12/04 19:33:21
That looks like the floating-point lightmap size issue.
First, might be worth updating to 0.15.3 of my tools here.
Slightly off grid geometry could be a cause, same with the ramp issue. If you open the map in a text editor, are there lots of numbers that are slightly off integers?
Also, I might be able to add a workaround for the lightmap issue in the utils. Could I check out your map file?
#15612 posted by dumptruck_ds [66.214.184.70] on 2015/12/04 19:44:56
@metal will do - thanks.
@ericw I just compiled again and noticed these are actually the 0.15.3 versions. your readme is out of date (I think) - I just emailed you the map.
#15613 posted by Johnny Law [50.242.126.113] on 2015/12/04 20:00:38
What version of DarkPlaces are you using?
 Dumptruck_ds
#15614 posted by FifthElephant [82.24.73.240] on 2015/12/04 20:04:23
This is a known issue with darkplaces, slapmap has an interesting little write-up on it -
https://slapmap.wordpress.com/2013/04/04/fun-with-darkplaces/
 Also...
#15615 posted by FifthElephant [82.24.73.240] on 2015/12/04 20:06:46
It's something I battled with on my Map Jam 4 theme. many of the textures were broke in Dark Places, the fix seemed to be making sure the texture sizes, rotations and axis were all on a whole number integer.
 DP
#15616 posted by Kinn [86.155.172.32] on 2015/12/04 20:39:23
I've long accepted that DP is only useful for maps made specifically for DP.
It does some cool stuff (Q3 bsp support mainly) but there are just too many examples of existing maps that break in funny ways in DP for it to be taken seriously as a general purpose engine.
 Mistery Solved
#15617 posted by adib [186.228.0.26] on 2015/12/04 21:18:18
#15618 posted by dumptruck_ds [66.214.184.70] on 2015/12/04 22:12:13
Thanks all. Bummer because a lot of those textures are not scaled or rotated in any way. (That I know of.) In defense of DP I can play it at 144hz refresh easily while Quakespasm and others cannot. It looks very nice at the proper refresh rate! DP makes it easy to navigate mod directories and launch in engine, all kinds of little things that add up. Too bad.
 Dumptruck_ds
#15619 posted by FifthElephant [82.24.73.240] on 2015/12/04 22:28:59
FYI I have a 144hz monitor and I play all my old games at that refresh rate.
The cvar you're looking for in other engines is host_maxfps
Just set it to 150 or something and then it will be as smooth as butter.
#15620 posted by Rick [75.65.153.192] on 2015/12/05 00:17:35
I've gotten the "invisible barrier" problem many times. For some reason it happens often at the junction of multiple planes. Try adding a clip brush that extends the floor slightly (4-8 units) in the direction of your red arrow (toward camera). Or just move the floor/ramp junction away from the corner formed by the walls.
 Slope Stickiness
#15621 posted by Kinn [86.155.172.32] on 2015/12/05 00:24:46
I'm pretty sure metlslime's solution is on the money here.
Clip hulls are formed by pushing out the planes of the original brushes. When you have multiple brushes, they can expand in ways where they overlap each other and cause all sorts of annoying jagged sticky out bits.
By making sure the slope and the top flat surface is part of the same brush you will ensure a smooth transition between those surfaces in the clipping hulls.
#15622 posted by dumptruck_ds [66.214.184.70] on 2015/12/05 00:40:22
@5th - nice! that looks a lot better! I thought host_maxfps was separate from the refresh somehow. I assume this will cause weird physics tho.
@ Kinn and Rick, I used metlslime's fix and we're good to go. Thanks for the detailed info. Interesting stuff.
#15623 posted by ericw [108.173.17.134] on 2015/12/05 01:16:45
@dumptruck_ds I got a hack for qbsp that seems to fix the DP lighting issues in your map. Here is a test build: http://quakespasm.ericwa.com/job/tyrutils-ericw/
(I just added rounding for the bsp texture vectors, the same algorithm that is used for points - if a value is within 0.0001 of an integer, round it to that integer. It's not a proper fix but it seems to work decently well.)
#15624 posted by dumptruck_ds [66.214.184.70] on 2015/12/05 03:06:31
@ericw Wow, thank you so much for taking the time to solve this. Problem fixed. hopefully this will help folks in the future as well.
 Holy....
#15625 posted by Qmaster [70.195.67.138] on 2015/12/07 18:32:40
ericw is awesome!! Darkplaces always wreaked havoc on my lighting in wierd spots.. in the middle of the walls!
#15626 posted by onetruepurple [88.156.138.229] on 2015/12/07 18:48:44
Darkplaces always wreaked havoc
 I See What You Did There ^^^
#15627 posted by xaGe [104.129.194.123] on 2015/12/10 05:14:51
 First Two Maps Won't Compile!
#15628 posted by lpowell [64.85.243.248] on 2015/12/10 22:27:48
Hey all, I was hoping my first post here wouldn't be an absolute newbie question, but things don't always work out for the best for us in this world.
Anyway, I've been trying to work out the basics of Quake mapping but I've hid a brick wall when it comes to compiling. I've worked through the Trenchbroom tutorial up to that step, and as the tutorial instructs I downloaded TyrUtils and necros's GUI utility and set up necros's utility according to instructions. I'm not sure what exactly is going on but it doesn't seem to do any compiling? There's no .bsp in the output folder, for example, or anywhere else on my computer. I'm not sure what's going wrong after rereading necros's documentation. (I'm hopeless with command lines, btw.)
Possible issues I've eliminated:
- spaces in the .map filename.
- overlapping brushes
- unsealed areas (although if I understand the tutorial correctly, this shouldn't be a problem if I'm not doing vis yet?)
I've included the output from the "compile" file from the working folder below. Can't say it says much to me, maybe it does to you. Also here's a link to my latest "map" I tried to compile (a small room with a monster and bad texturing): https://www.dropbox.com/s/c9azompn51ewyh8/second.map?dl=0
[quote]
@echo off
cd
cd C:UsersGAMERDesktopQuakemapping
echo Copying Files...
copy C:UsersGAMERDesktopQuakemappingTrenchBroom_Win32_1.1.6_381second.map C:UsersGAMERDesktopQuakemapping
echo Converting map...
echo --------------QBSP--------------
C:UsersGAMERDesktopQuake-mappingtyrutils-0.15-win32qbsp.exe second
copy second.bsp C:UsersGAMERDesktopQuakeID1maps
copy second.pts C:UsersGAMERDesktopQuakeID1maps
copy second.lit C:UsersGAMERDesktopQuakeID1maps
[/quote]
 Yo!
#15629 posted by DaZ [89.168.60.163] on 2015/12/10 22:32:16
There are no slashes in your file paths. For example C:UsersGAMERDesktopQuakemapping should be C:\Users\GAMER\Desktop\Quake\mapping
I haven't used Necros compiler gui so I can't help with that. I'm sure others can!
#15630 posted by lpowell [64.85.243.248] on 2015/12/10 22:43:00
Thanks Daz. There are in the original text file, not sure why they weren't copied over. Here's a link:
https://www.dropbox.com/s/g084c06f6di9yt1/compile.bat?dl=0
(hi, btw! Love you maps and Youtube channel!)
#15631 posted by ericw [108.173.17.134] on 2015/12/10 22:46:43
The bat file is looking for tyrutils in a directory called "-mapping", I'm assuming the hyphen there is a typo?
#15632 posted by lpowell [64.85.243.248] on 2015/12/10 23:03:49
Ah yes, I fixed it and it worked! Silly mistake on my part--been trying to compile some test maps for a couple days now, all of which didn't work due to some things I ended up figuring out--but in the process I moved/renamed some folders and didn't fix all the settings in the GUI. Now I can see my efforts in all their janky glory.
Thanks ericw!
#15633 posted by adib [66.249.88.174] on 2015/12/11 02:37:21
Well, now I wanna play your maps.
#15634 posted by adib [66.249.88.174] on 2015/12/11 02:37:22
Well, now I wanna play your maps.
 Monster Clip?
#15635 posted by DeeDoubleU [176.8.125.9] on 2015/12/12 20:09:28
Noobish question, but how can I make one?
I can create func_wall covered with skip texture and owner:1, but that would block everything (except player), not only monsters.
I tried to duplicate random texture in wad and rename it with few variations of "monster_clip", "clip_monster". That didn't work.
#15636 posted by FifthElephant [82.24.73.240] on 2015/12/12 20:23:11
I don't know how to put this to you DW. There's no easy way to say it.... so, I'll just say it.
I'm afraid you can't.
#15637 posted by Lunaran [66.235.55.196] on 2015/12/12 20:36:35
Monsters don't cross holes in the floor. It's usually a bug that needs to be fixed by the mapper by covering it with skipwalls or some other hack, but if you're willing to put in some stylish vents where you want to stop monsters they'll refuse to path over it, which is nearly the same thing.
#15638 posted by metlslime [50.150.122.79] on 2015/12/12 20:39:36
 That Might Just Work
#15639 posted by DeeDoubleU [176.8.125.9] on 2015/12/12 20:46:49
Thank you.
I assume everything deeper than stepheight would be enough, correct?
That linked image confuses me a little. Wouldn't monsters try to cross using that thin bridges?
Maybe there is minimum floor size they can use for navigation?
 Infinity Walls / BSPs
#15640 posted by Sjonsson [84.216.67.75] on 2015/12/12 21:23:09
Hey guys!
I just started using Trenchbroom and I'm having some problems when I'm cooking/baking the map. Just for testing I created this one room with just an enemy some lighting and pickups as well as a player spawn. It cookes/bakes well and when I load it in-game the bsps seem to be invisible, so I can look out in the infinity. Yet I can still see the enemy and the pickups.
Anyone know how to solve this?
Cheers,
/ Stefan
 ^
#15641 posted by Blitz [24.56.254.199] on 2015/12/13 00:49:04
1) post a link to the .map because it could be a number of things
2) you don't need to sign your posts
 DWU
#15642 posted by ijed [190.22.103.0] on 2015/12/13 01:39:29
It's to do with navigation - they won't cross a gap they think they can't.
In order to make it invisible to the player you can put a func_illusionary in the gap.
 One You 2 Many
#15643 posted by ijed [190.22.103.0] on 2015/12/13 01:40:33
#15644 posted by metlslime [107.77.92.65] on 2015/12/13 02:05:54
That linked image confuses me a little. Wouldn't monsters try to cross using that thin bridges?
Maybe there is minimum floor size they can use for navigation?
The way monsters navigate is mostly by blindly moving towards their enemy, turning randomly whenever they hit a wall or cliff. So technically they could cross those narrow beams but it's very unlikely . So if you want 100% impassible you probably need an unbroken gap with a func illusionary to fill in if desired.
 Monster Clip
#15647 posted by Preach [77.99.55.146] on 2015/12/13 11:19:20
 Bonus Hack
#15648 posted by Preach [77.99.55.146] on 2015/12/13 11:21:21
If you don't care that it won't work in COOP mode, you can hack monster clip by making a func_wall with clip brushes as described in the blog post above. Then add to that func_wall the key
"owner" "1"
#15649 posted by necros [66.249.83.77] on 2015/12/13 15:36:29
I don't think monsters could path over those thin beams as the monster would be considered partially in the air due to some corners of its bbox being off the floor. AI won't willingly move to this state.
#15650 posted by metlslime [50.150.122.79] on 2015/12/13 22:06:03
Ah, so it tests all 4 corners for ground contact? Then I agree
 4096+
#15651 posted by DeeDoubleU [46.118.47.39] on 2015/12/17 23:06:23
My current map exceeds safe limit and I have HOM effect starting at 4096 (only size warnings in log, no leaks).
In this case I'll move few rooms to fit, but was wondering is it possible at all to make a map which is larger than 4096?
Why editor shows grid up to 65536 if I can't use it?
#15652 posted by ericw [108.173.17.134] on 2015/12/17 23:20:20
It's a network protocol limit. You can make maps larger than +-4096 but they will only work in engines with a protocol that supports it, like darkplaces.
 Why Are Leaks So EVIL
#15653 posted by madfox [84.84.178.104] on 2015/12/18 00:10:37
It might be explained a thousands times, but every time it breaks me up.
Why does a map start leaking while there is no common explain for it?
A kinky brush, a wrecked up detail, an unusual corner.
All I see is a red line that leads me to a *.prt file making me guess there will be a bad brush.
When I deteckt the bad brush and delete it another one shrimps up like a balloon pressure.
I can block them off with a cube and precise the dilemma, but I just don't understand the meaning of it.
Give me a looking box and I can tell when there's no hole to look in but.., aargh!
#15654 posted by JneeraZ [76.182.53.183] on 2015/12/18 00:17:28
Because math.
 Excuse
#15655 posted by madfox [84.84.178.104] on 2015/12/18 03:21:54
me for alladin.
 On Leaks
#15656 posted by Shamblernaut [121.45.231.146] on 2015/12/18 04:49:04
Is it because id wanted accuracy of geometry over usability? Or was this a limitation of the tech at the time?
Out of interest would less leaks occur with relative coords rather than a static grid?
#15657 posted by Lunaran [66.235.55.196] on 2015/12/18 05:45:28
coordinates relative to what?
#15658 posted by Shamblernaut [121.45.231.146] on 2015/12/18 08:14:22
to each other, or the first brush placed.
 Invisible Clipping Volumes In Trenchbroom
#15659 posted by Danrul [110.146.165.28] on 2015/12/18 10:28:54
Is there any way to create invisible clipping volumes in Trenchbroom? There's a lot of stairs in my map and I'd like to cover them in a ramp to smooth out movement if that's at all possible?
#15660 posted by metlslime [50.150.122.79] on 2015/12/18 10:32:03
create a normal brush with the texture "clip" on it, that will do what you want.
However, ramps for stairs are kind of bad in quake because player will slide down the ramp, unlike stairs where you can stand on them properly. Also grenade bounce behavior on ramps is weird and different from stairs, and players will expect stair behavior if it looks like stairs.
 Cheers!
#15661 posted by Danrul [110.146.165.28] on 2015/12/18 11:41:19
I'll probably just have to reimagine this section, the buffeting down the stairs caused by always run is too annoying to leave in IMO. Thanks for the help anyway.
 MadFox
#15662 posted by Kinn [109.147.141.18] on 2015/12/18 11:53:47
What editor are you using?
 @MadFox
#15663 posted by Danrul [110.146.165.28] on 2015/12/18 12:16:43
Working in TrenchBroom atm but I think I wanna move to something more robust. I'm more comfortable working in orthographic views.
 Woops
#15664 posted by Danrul [110.146.165.28] on 2015/12/18 12:17:08
My bad spud, still getting used to the format of this forum.
 Danrul
#15665 posted by FifthElephant [213.205.192.195] on 2015/12/18 12:22:58
Try using stairs with a height of 8 units and 16 deep. That should feel smooth
 Danrul
#15666 posted by SleepwalkR [130.149.243.224] on 2015/12/18 12:29:02
TrenchBroom 2 has ortho views, let me know if you want to try it out.
#15667 posted by Danrul [110.146.165.28] on 2015/12/18 13:35:52
@FifthElephant - Cheers spud, thats working out pretty smooth for me.
@SleepwalkR - I'd be pretty interested. Appreciate the offer man.
 Send Me An Email Pls
#15668 posted by SleepwalkR [80.187.99.96] on 2015/12/18 13:57:32
Address is in my profile.
 Checked Profile
#15669 posted by Danrul [110.146.165.28] on 2015/12/18 14:56:44
No email address showing, website gives me a 403 Forbidden
 Whoops
#15670 posted by SleepwalkR [130.149.243.224] on 2015/12/18 15:55:38
kristian.duske@gmail.com
#15671 posted by Lunaran [66.235.55.196] on 2015/12/18 18:09:00
Stairs in Quake are the worst, but second worst is the way the lip of a ramp will pop you into the air as you cross over it. Makes running or fighting on sloping terrain a big pain.
#15672 posted by Scampie [72.12.65.92] on 2015/12/18 18:45:04
Ramps are the worst... Had a nicely trisouped curved path... millions of weird ways it clips and trips you up, so had to remove it and replace it with stairs
#15673 posted by Rick [75.65.153.192] on 2015/12/18 18:49:25
People have been bouncing up and down steps in Quake for nearly 20 years, so I doubt anyone will notice. It does help to make them deeper (front to back) than they are tall and 8 units high will be smoother than 16.
#15674 posted by FifthElephant [82.24.73.240] on 2015/12/19 00:05:35
Sock had some nice terrain at the start of Zendar, the way he got around the poor collision was to make clip brushes as stairs. Seems to be a good way of doing it.
#15675 posted by adib [177.133.101.93] on 2015/12/19 01:05:46
My steps are 8 x 24 units for smoothness.
#15676 posted by JneeraZ [76.182.53.183] on 2015/12/19 01:12:57
The trouble I find with 8 unit stairs is that it takes forever to elevate the player. Seriously ...
So many stairs...
#15677 posted by JneeraZ [76.182.53.183] on 2015/12/19 01:14:36
Even going up a standard Quake wall height, 128 units, = 16 stairs!
#15678 posted by FifthElephant [82.24.73.240] on 2015/12/19 01:17:19
It's personal preference really.
I sometimes use 8 units, I sometimes use 16. Depends on what I want the map to look like.
#15679 posted by [110.146.165.28] on 2015/12/19 02:02:25
 Forgot My Name
#15680 posted by Danrul [110.146.165.28] on 2015/12/19 02:05:21
last post is mine
#15681 posted by JneeraZ [76.182.53.183] on 2015/12/19 11:16:57
Obviously?
#15682 posted by JneeraZ [76.182.53.183] on 2015/12/19 11:20:14
Altho, those stair images were cool and I saved them. Thanks. :P
 @WarrenM
#15683 posted by Danrul [110.146.165.28] on 2015/12/19 11:49:54
They're from a book called Architecture: Form Space and Order by Francis DK Ching. It's ~50 AUD and serves a good introduction to a variety of architectural concepts that's really accessible to non architecture majors. Architecture touches frequently on the psychology of spaces so I feel like its a pretty useful pickup if you have the disposable income.
 Yup
#15684 posted by SleepwalkR [87.146.61.159] on 2015/12/19 12:50:47
That's a great book.
#15685 posted by JneeraZ [76.182.53.183] on 2015/12/19 13:51:39
There's a bunch of books called that on Amazon ... a dozen different covers and prices ranging from $12 to $60. Nice...
#15686 posted by Danrul [110.146.165.28] on 2015/12/19 14:15:21
http://www.amazon.com/Architecture-Francis-D-K-Ching/dp/0471752169
I personally own this. The 12 dollar prize point is amazing, considering its over 300 A4 pages of illustrations and insight.
#15687 posted by Rick [75.65.153.192] on 2015/12/19 14:19:39
I know I've posted this before, but this is a very good reference to have around.
Pictorial Encyclopedia of Historic Architectural Plans, Details and Elements
Each pair of pages has twenty or so small, numbered, pen and ink sketches on the right side with a brief description on the left. Get a used copy for cheap.
http://www.amazon.com/Pictorial-Encyclopedia-Historic-Architectural-Elements/dp/0486246051/
 Great Recommendation
#15688 posted by Danrul [110.146.165.28] on 2015/12/19 14:24:45
Cheers man, think i'll grab myself a little extra christmas present
 Great Books To Pick Up
#15689 posted by NarNar [208.118.203.104] on 2015/12/19 17:27:53
those drawings on the cover of the Pictorial Encyclopedia look like they could have been pulled from the orthographic views in a level editor. and the intersecting arches look like the cramped tunnels from my vault :P
 #15662
#15690 posted by madfox [84.84.178.104] on 2015/12/20 00:06:26
GtkRadiant1.5 & Quark6.5
It is not so much the editor, it is the txbsp that report the leak.
I think it a bit strange, as in the years the editors have become better.
Lots of maps I made in '99 I can't compile anymore of this reason.
 Caulk, NoDraw, Lightmaps, Splitting Faces & Negative Space
#15691 posted by killpixel [174.48.226.30] on 2015/12/28 05:40:49
Ok, I have a series of questions pertaining to Q3map2 and what is considered correct brushwork. I know this post might be better suited for Quake3World, but I think I need to give that a break lest I verge on pestering :/ Also, I'm pretty sure there are a number of people here that are experienced with Q3Map2.
It occurred to me recently that there may be number of things I should be doing/not doing:
1. Use caulk as the base texture then only apply art/diffuse textures to visible faces
2. Faces with non-caulk/diffuse textures should not be covered by other brushes. If this happens, cut the bush up so any non-viewable surface is caulk instead of diffuse
3. Use detail brushes more liberally. If it's not simple and doesn't have vis blocking utility make it detail. (this is a generalization and may be overall incorrect, I don't know)
So, in theory this all sounds very nice. Even in practice with simple geometry adhering to these standards is very doable. I did a small test with slightly more complex geometry to see the impact this would have on time, brush count, tri count and light maps.
Brushwork Comparison & Lightmap Comparison
"Sloppy" is simply laying down enough brushes to get the job done and disregarding the techniques listed above (aside from non-viewable surfaces being caulk). "Clean" is the result of using said techniques and is what I am currently presuming is the correct way to do things.
From my observation, these are the pros and cons of doing things "correctly":
Pros:
The lightmap more is accurate and simply prettier, particularly along the concave seam of perpendicular faces. The lightmap data itself is smaller and able to be more efficiently packed. This could be meaningful with a large map.
Cons:
Requires more brushes, which requires more time and produces more tris. I should note that I went ahead and split most faces into tris manually as the compiler wasn't spitting stuff out that was as pretty. However, the compiler might know what's better and perhaps I shouldn't meddle with it.
Ok! Questions:
1. Is the described "correct" way of doing things truly correct?
2. It's my understanding that brush count really only affects compile time, but once compiled it's irrelevant (aside from any axtra tris that may be produced).
3. If collision and sealing aren't necessary in a particular instance, is NoDraw preferred over Caulk? I ask this because I don't understand how collision works and want to avoid creating needles collision data.
4. Is a pocket of empty space surrounded by caulk brushes bad? In my test, the ceiling is flat, between the flat ceiling and the arched roof is a pocket of empty space. This could be filled with extra brushes, but is it necessary?
5. Is manually splitting faces advantageous such that it's worth the time?
6. Did this post need to be so fucking wordy? (thanks for getting this far)
Any insight would be greatly appreciated!
#15692 posted by Spike [86.163.87.85] on 2015/12/28 08:14:27
brushes are used for collision - they remain relevant because of that. they won't affect render times, just tracelines/traceboxes/pointcontents/etc.
triangle counts are kinda unimportant. what matters more to vanilla q3 is vertex counts. with engines that use vbos for everything vertex counts start to become even more insignificant than triangle counts.
thanks to culling, triangle counts do still matter for cpu performance, but always much less so than the surface count.
note that you can use -patchmeta to combine multiple surfaces into one.
Its somewhat tempting to get q1bsp compilers to generate non-planar trifans rather than strict planar polygons too, but software renderers would hate it (gl wouldn't notice, although texture vectors would be a nightmare to calculate).
if you have many unique textures, you may find a benefit from atlasing them.
#15693 posted by JneeraZ [76.182.53.183] on 2015/12/28 11:24:45
The "pretty" method is basically you turning yourself into a human QBSP program. I don't see the value.
#15694 posted by killpixel [174.48.226.30] on 2015/12/28 21:34:15
Thanks Spike, what I understood was informative :P
My understanding of what affects rendering speeds and in what way is very weak. Looking at r_speeds doesn't do a lot for me so I just test the maps on low end hardware. I'm not sure if a core i3-3217U and its IGPU is indicative of the the low end, I should probably look at some stats on that. Anyway, that still pumps out upwards of 1.5K fps at 1366x768.
I've recently run some tests with the rain/snow system in darkplaces. Sadly, having any meaningful density results in a massive fps hit.
I plan to try some other ways to imply rain that aren't so taxing, such as having mass of pillars with each side having and alpha'd animaps of rain. Will probably look like shit, but it's worth a try.
#15695 posted by adib [66.249.88.174] on 2015/12/28 21:49:44
Try to make the rain texture animate on window glasses, so at least you don't have to simulate depht. With lighting flashes and sound behind them.
#15696 posted by adib [66.249.88.179] on 2015/12/28 21:53:43
Like water washing a skylight with rain drops hitting and making ripples.
Damn, I never make just one post.
 Adib
#15697 posted by killpixel [174.48.226.30] on 2015/12/28 22:00:11
Indeed, that method is fine for that application. However, I'm using large, open maps in my instances.
 Skyboxes
#15698 posted by Kinn [86.174.52.213] on 2015/12/28 23:36:59
So what's a good place to grab cool skyboxes from?
 Kinn
#15699 posted by FifthElephant [82.24.73.240] on 2015/12/28 23:50:00
 Fifth
#15700 posted by Kinn [86.174.52.213] on 2015/12/28 23:53:06
Thanks but that stuff is little too "programmer art" for what I'm looking for. Was just wondering if there was a good repository or two that all the cool kids go to.
 Kinn
#15701 posted by ericw [108.173.17.134] on 2015/12/29 00:02:26
These are the collections I know of:
Kell's: https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
sock's: http://simonoc.com/pages/artwork.htm
hipshot's: http://www.quake3world.com/forum/viewtopic.php?t=9242
Q3 skybox collection: http://lvlworld.com/review/id:2023
hipshot's are the most organic looking, IIRC he made them from photographs + photoshop, while the majority of the others are done in terragen.
 Kinn
#15702 posted by FifthElephant [82.24.73.240] on 2015/12/29 00:02:29
No problem, it can look a bit generic which is why I said 'starting point'. I think you'd have to find some stuff to put with it, like finding some planets online to photoshop onto it and blend etc (which is what I have done with mine).
I think most people tend to use these -
https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
http://lvlworld.com/review/id:2023
http://www.quake3world.com/forum/viewtopic.php?t=9242
 Ericw, Fifth
#15703 posted by Kinn [86.174.52.213] on 2015/12/29 00:05:50
Thanks, exactly what I was looking for, cheers.
 Http://www.lvlworld.com/review/id:2023
#15704 posted by onetruepurple [93.105.177.58] on 2015/12/29 00:12:23
I went through all this digging through Twitter to provide Kinn with a link only to come third?
Is there a name for this? Like sloppy seconds, except thirds?
#15705 posted by adib [66.249.88.179] on 2015/12/29 00:57:32
I'm sure he has a pants remark about it.
 Thankless Thirds
#15706 posted by Kinn [86.174.52.213] on 2015/12/29 01:21:32
I just made that up
 Disco Light Biscuits
#15707 posted by princentvice [71.185.197.58] on 2015/12/29 19:09:22
Using Jackhammer, EricW's TyrUtils for compiling and Quakespasm engine. What's going on here? It's just a basic light set to 1000.
http://i.imgur.com/QB0LkP6.jpg?1
 Out Of Date .lit File
#15708 posted by ericw [108.173.17.134] on 2015/12/29 19:18:23
The engine is loading a .lit file that doesn't match the .bsp. Easiest fix is always pass the "-lit" flag to light and always copy the .lit and .bsp to your maps directory together (or just compile inside quake/XXX/maps)
 Thanks EricW
#15709 posted by princentvice [71.185.197.58] on 2015/12/29 19:26:17
That fixed it.
#15710 posted by mankrip [66.249.88.159] on 2015/12/30 16:58:35
Is there a way to force the BSP compiler to include all frames of texture animation in the BSP file, without having to create dummy brushes with the other texture frames?
#15711 posted by JneeraZ [76.182.53.183] on 2015/12/30 17:10:07
I thought that was automated now with modern day compilers ...
#15712 posted by Spike [86.163.87.85] on 2015/12/30 18:40:13
I thought that was automated even with olden day compilers ...
#15713 posted by Rick [75.65.153.192] on 2015/12/30 21:17:27
I know whatever I was using in 2007 required brushes with all the textures of animation to actually be in the map. That hasn't been necessary with the BSP versions I've been using the last 5 years or so.
 Rick, I Remember The Same
#15714 posted by mfx [78.55.171.101] on 2015/12/31 21:20:47
iirc those were treeqbsp.exe and variants. IIRC.
#15715 posted by mankrip [66.249.88.164] on 2016/01/02 22:57:19
Oops, I've forgotten to test this with other compilers since my last post.
Now I don't remember if the one that gave me this problem was the one included in Worldcraft 1.6, the one included in Jackhammer, or the one from EricW. Anyway, good to know that this was fixed in recent compilers.
 Trigger More Triggers?
#15716 posted by Skiffy [81.71.202.144] on 2016/01/03 23:21:16
So I have a question. Is it possible to trigger another door or item after another has been triggered?
In this case I am talking about doors, Secret once more specifically. If I shoot / hit a secret door I would like to have another door / panel slide open / trigger once the other door has opened completely. Is this possible in quake?
Thanks in advance to any map guru's
#15717 posted by Scampie [72.12.65.92] on 2016/01/04 00:35:18
func_door doesn't fire targets when it opens or is shot, so in this case you will likely want to set it up so that you have a thin trigger_once/multiple with 'health' '1' which is what you actually shoot... and that targets the door and a trigger_relay with a delay that targets your second door.
if you are using a func_door_secret, that will fire a target when it is shot or triggered open, but it will fire it right when it is triggered so you will likely want to target a trigger_relay with a delay in this case as well.
 I Believe That
#15718 posted by FifthElephant [82.24.73.240] on 2016/01/04 00:45:44
AD has this functionality. It could be worth using trigger_relay as scampie said.
#15719 posted by adib [66.249.88.179] on 2016/01/04 00:46:58
Yes. You just have to synchronize. Your door targets a trigger. This trigger waits to fire just the amount of seconds the door takes to open. Cant remember the exact properties' names, though, but that works.
 Thanks Everryone
#15720 posted by Skiffy [81.71.202.144] on 2016/01/04 01:05:52
Sweet thanks everyone. I'll give this a go!
 It Works!
#15721 posted by Skiffy [81.71.202.144] on 2016/01/04 02:23:04
Sweet... and I can trigger multiple things in various sequences. Epic doors opening with lighting toggling on... so fun. I wonder why this was not used more back in the day.
 I Use
#15722 posted by PuLSaR [5.254.65.15] on 2016/01/04 14:08:44
toggling on lights behind secret doors/monster closets when they open to prevent spoiling that there's something behind it before it opens.
 Door Triggered By Either Of 2 Events
#15723 posted by Catalyst [194.213.202.42] on 2016/01/05 11:27:37
I want to create a door which will be opened by either of two events:
1. a player walks into a special trigger area (trigger_multiple?), and the door stays open as long as the player is triggering
2. a moving brush touches the door and the door will stay open as long as the brush is triggering it
The door should also stay open when both events take place at once and close (immediately) only when the events stop triggering.
Is this possible with the original Quake entities?
 Logic Gate
#15724 posted by DaZ [89.168.60.163] on 2016/01/05 13:28:47
Sounds like building a physical logic gate somewhere outside of the map is what you will need.
Create a button that operates when shot, set a spike shooter firing nails at it. Then place 2 doors between the spikes and button that block the spikes.
The 2 triggers inside the map should move the doors when activated, so that when both are active the two doors are moved out of the spikes flight path and the button is activated.
#15725 posted by JneeraZ [76.182.53.183] on 2016/01/05 14:14:41
Good lord ... that's ... awesome.
 But That's An And Gate
#15726 posted by SleepwalkR [80.187.107.170] on 2016/01/05 14:20:19
He wants an or gate.
 Yep, Need OR Gate
#15727 posted by Catalyst [194.213.202.42] on 2016/01/05 15:40:42
Yep, two doors will work as an AND gate. I need OR. But will definitely try to experiment with the spikes tonight.
 Can Use 1 Door
#15728 posted by Catalyst [194.213.202.42] on 2016/01/05 15:42:33
Maybe I could set the triggers to open just one door? That should work as an OR gate
#15729 posted by FifthElephant [213.205.253.229] on 2016/01/05 16:28:50
I believe preach had a map hack for this which removes any delay in the triggers
 You Could Do The Same Spike Trap Setup As An OR Gate
#15730 posted by Shamblernaut [121.45.236.153] on 2016/01/05 18:13:49
You need two spike traps firing at the trigger, and two doors. Just offset them at different angles so it works.
A NOT gate would be trickier but doable as well. Have a door block the path of the nails when triggered by the undesirable trigger.
 OR Gate
#15731 posted by Cocerello [193.254.230.233] on 2016/01/05 19:07:30
 Forgot To Preview It
#15732 posted by Cocerello [193.254.230.233] on 2016/01/05 19:28:09
 Detail Brushes Considered Harmful Lol
#15733 posted by Lunaran [66.235.55.196] on 2016/01/05 20:56:21
http://lunaran.com/files/visdetailtest.zip
(see celephais.net/board/view_thread.php?id=61207&start=184 )
 Thanks Lun
#15734 posted by Kinn [86.174.52.213] on 2016/01/05 21:24:02
R.I.P. vis in natural cave type maps I guess.
 Logic Gates
#15735 posted by Preach [77.99.55.146] on 2016/01/05 21:25:30
Here's the pair of articles on how to do "instant activation" logic gates:
https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/
https://tomeofpreach.wordpress.com/2013/05/15/new-logic-gates-part-two/
There's some bonus content added today in the latter post: I've added the template .map files for the gates, only 32 months late!
 Lun, Kinn
#15736 posted by necros [66.249.83.83] on 2016/01/05 21:49:35
This is only if the detail brush seals the world face away. If the detail brushes are simply floating inside a world cube, this should still block vis?
Vis would see past the detail but stop once it reaches the box behind it?
#15737 posted by JneeraZ [76.182.53.183] on 2016/01/05 22:01:38
If it's not cutting into the structural brushes, it shouldn't be any problem at all. It's only when a detail brush completely covers and eliminates a structural poly that you run into trouble.
#15738 posted by Lunaran [66.235.55.196] on 2016/01/05 22:27:01
Yeah. And that fudgy sliver space can be skip textured so you don't waste triangles and lightmap space (if that's a concern to you).
Still seems like a counterintuitive workflow, though, having to leave a gap where a gap would be totally the wrong thing to do in all other cases.
For big cave walls and such I'd prefer to have a vis table that properly treats giant func_walls as spanning multiple leaves, so there's no danger of them flickering or vanishing from the wrong vantage points.
 Cocerello
#15739 posted by SleepwalkR [79.195.26.136] on 2016/01/05 23:26:42
From your description, what you're proposing is an xor gate (either, or, but not both). I think the original question mentioned that the trigger should also be activated when both conditions are satisfied.
 Lun
#15740 posted by ericw [108.173.17.134] on 2016/01/06 00:16:10
thanks, that is great. Which tools did you use? I think tyrutils-ericw, original tyrutils, and rebb's txqbsp all have the same behaviour for detail.
For big cave walls and such I'd prefer to have a vis table that properly treats giant func_walls as spanning multiple leaves, so there's no danger of them flickering or vanishing from the wrong vantage points.
Yeah, that's purely up to the engine, since the table of leafs an entity is spanning is calculated and updated at runtime, in the server.
The original (problematic) behaviour was, if an entity spans more than 16 leafs, only the first 16 of those are used to compute visibility. I think most engines nowadays extend that table size and/or handle exceeding the table size by making the entity always visible (QS does this), but it is something to keep in mind.
#15741 posted by Scampie [72.12.65.92] on 2016/01/06 00:25:46
I recommend some folks check out jam6_scampie or ad_necrokeep with "r_showtris 1" and "notarget"... the way vis seems broken in this map is that certain brush entities (func_wall and func_illusionary and some func_doors) are visible at all times throughout the map. I suspect it's detail brushes which are the culprit, but I'm not exactly sure how!
 Nono Scampo
#15742 posted by mfy [78.55.71.2] on 2016/01/06 00:43:21
those bmodels just stretch over 16 leafs, and therefore get drawn all the time.
 Scampie
#15743 posted by ericw [108.173.17.134] on 2016/01/06 00:50:17
I just looked at ad_necrokeep, I see what you mean in Quakespasm - that's a side effect of the flickering prevention fix.
If you load the map in fitz085 with r_showtris, those entities won't show up when you're not in their PVS, but they are probably in > 16 leafs so there is a chance they will flicker in fitz.
So - the map itself is probably fine.
#15744 posted by Scampie [72.12.65.92] on 2016/01/06 01:03:29
oh. ok yay :D
 Ericw
#15745 posted by Lunaran [66.235.55.196] on 2016/01/06 03:37:21
txqbsp_xt.exe 1.13.
I detail-brushed ad_necrokeep pretty aggressively (all the slanted brushes in every archway, lots of stairs ... the entire central spiral stairway and tower is one giant func_detail) without knowing about this limitation. I didn't do any of the cave walls, solely because I'd already gotten vis times low enough to make me happy. Good thing I stopped there, I guess.
 SleepwalkR
#15746 posted by Cocerello [193.254.230.233] on 2016/01/06 08:27:22
Yeah, i confused OR with XOR.
 Can't Understand Cocerello's Table
#15747 posted by Catalyst [194.213.202.42] on 2016/01/06 08:44:43
Cocerello, I don't understand what your table is showing. Is it some kind of input-output state for the gate? Can you explain it to me? Thx!
 Catalyst
#15748 posted by Cocerello [193.254.230.233] on 2016/01/06 08:52:09
 Tried The Spikes, Door Won't Stay Open
#15749 posted by Catalyst [86.49.36.6] on 2016/01/07 22:55:12
I've finally set up a test with spikes shooting a button. When the spikes keep shooting the button the door triggered by the button (let's call it the main door) keeps opening and closing like if the button was toggling it. In its parameters the toggle flag is off.
 Does It Need To Be Closed Again?
#15750 posted by [77.180.177.133] on 2016/01/08 00:03:18
then the toggle flag and triggering how often you want it is the way to go i'd say.
If not set wait to -1 on the door and remove flag 4.
 Needs Closed But...
#15751 posted by Catalyst [194.213.202.42] on 2016/01/08 10:22:41
Needs to close but only when triggers stop triggering.
 I Think
#15752 posted by ijed [190.22.7.6] on 2016/01/08 11:28:33
You need wait -1 and the toggle flag together.
The -1 stops it closing automatically, and the toggle makes it change state each time it is triggered.
You may need to add another button to your logic setup to retrigger the door.
 Might Stay Open Forever?
#15753 posted by Catalyst [194.213.202.42] on 2016/01/08 15:26:25
But that sounds like the door might stay open forever if the triggers stop triggering at the wrong moment, won't it?
 Monster Pathing Over Gaps Between Brushes?
#15754 posted by princentvice [71.185.197.58] on 2016/01/08 21:31:56
They all keep getting hung up on the edge of each brush. I tried solving the problem with a clip brush and then tried setting that clip brush to a func_wall. Neither method worked. What gives?
Rough image of problem.
http://i.imgur.com/KP8UDU6.jpg
#15755 posted by necros [66.249.83.80] on 2016/01/08 21:42:04
Use skip func wall.
 Lighting Door / Lift Edges
#15756 posted by dumptruck_ds [24.205.142.5] on 2016/01/08 21:53:02
Is there some trick to lighting door edges that are initially closed? I have some bars that block an area. When the bars open the edges are black as they are flush against a solid brush when light.exe does it's thing. I've tried all kinds of light positions in and out of the brushes. Any pointers appreciated.
 #15756
#15757 posted by Kinn [86.151.102.31] on 2016/01/08 22:05:37
per entity minlight
 Thanks Necros
#15758 posted by princentvice [71.185.197.58] on 2016/01/08 22:08:46
 #15756
#15759 posted by Rick [75.65.153.192] on 2016/01/09 03:56:39
If possible, change the solid brush that's blocking the light to something that won't. I use func_wall for that a lot.
 Nick Kinn
#15760 posted by dumptruck_ds [66.214.184.70] on 2016/01/09 05:18:32
Thanks guys. Totally forgot about per entity minlight as I've never used it up to this point.
#15761 posted by Scampie [72.12.65.92] on 2016/01/11 03:40:39
How safely can I ignore 'Warning: Too many light styles on a face...' in this day and age?
I know exactly where it occurs in the map I am fooling with atm, but it doesn't seem to have a problem in FitzV... have engines in general upped how many lightstyles can be on a single face? Or should I really not tempt fate here?
 Scampie
#15762 posted by ericw [108.173.17.134] on 2016/01/11 04:13:25
I think it's safe to ignore, it's not a usual "limit exceeded" message where the compiler is writing something that vanilla engines won't handle. The limit has always been 4 lightstyles per face, and that warning just means that your lighting setup generated more than that, but the compiler discarded some of them.
The only reason to be cautious is there may be lighting artifacts, because the lightstyle picked to discard is random (at least in tyrutils). It would probably be better if the light tool sorted the lightstyles by average brightness and discarded the one that contributed the least, so it would be less noticable.
 Mm
#15763 posted by ijed [190.22.101.140] on 2016/01/11 04:16:09
AFAIK it doesn't cause any b0rkage. Just those particular faces respect the earliest animated source in the hierarchy.
In engine terms it basically means how many light maps is in your level - each change in light level is a new one.
I suspect the reason that this hasn't been 'fixed' is because what would the fix be... apart from dynamic lightmaps.
 Also
#15764 posted by ericw [108.173.17.134] on 2016/01/11 04:20:11
it's not obvious, but regular non-dynamic lighting counts as one of those 4 lightstyles.
So, for each face you have the ability to have 1 static + 3 dynamic lights casting onto that face. (I think if the static lighting is pure black, you can use all 4 styles for dynamic lights - heh)
 Crosspost
#15765 posted by ijed [190.22.101.140] on 2016/01/11 04:20:17
So its not in sequence? I kind of assumed there would be some deciding (ie. predictable) element to it.
 Double Crosspost!
#15766 posted by ijed [190.22.101.140] on 2016/01/11 04:23:15
Yes, Mh did a lot of stuff with RMQe to try and solve this. We, the mappers, were basically a baby throwing its rattle out of the pram.
 Ijed
#15767 posted by ericw [108.173.17.134] on 2016/01/11 04:26:24
Hmm.. good point, it could be the order the lights are listed in the map file, and latest 4 types win.
 Well
#15768 posted by ijed [190.22.101.140] on 2016/01/11 04:32:58
What's a standard in one bit of Quake isn't necessarily the same in another - I'm just guessing.
#15769 posted by Scampie [72.12.65.92] on 2016/01/11 04:33:18
Alright, I was just thinking I could push a bit harder on lightstyles. I seem to remember long ago as a noob, that warning simply created unlit faces... so since I didn't see those, I thought maybe engines made more lightstyles a thing!... It's not a big deal, I've already moved things around slightly and don't get the warning anymore anyway! :D
The only reason to be cautious is there may be lighting artifacts, because the lightstyle picked to discard is random (at least in tyrutils). It would probably be better if the light tool sorted the lightstyles by average brightness and discarded the one that contributed the least, so it would be less noticable.
That seems like a good and reasonably simple idea to implement, but in my case likely wasn't even needed... I was only slightly overlapping in the far ends of some delay 2 lights, so I didn't even notice which it randomly selected to discard. Likely could've even raised my -gate setting from 2 to 3 and fixed it.
 Transparent Textures
#15770 posted by Daya [83.198.182.130] on 2016/01/11 10:52:03
I put on my map thin brushes of vine textures with transparent background. Before compiling though I heard that a transparent texture has to have { as a prefix for it to work, so with texmex I renamed "swvine" as "{swvine".
I compile it with the "-fence" command in light, run it in Darkplaces, but the transparent effect doesn't occur: just big thin brushes with vines with a purple background. I thought this was a Darkplaces thing, because it couldn't handle Rubicon's transparent textures as well. So I run it in Quakespasm to see if it works here, turns out it doesn't work here as well.
What am I missing here?
 Forgot To Mention
#15771 posted by Daya [83.198.182.130] on 2016/01/11 11:15:26
Those vine brushes are func_illusionary ones.
 -fence Goes To Qbsp
#15772 posted by onetruepurple [46.77.124.249] on 2016/01/11 11:36:56
 Or Vis Idk
#15773 posted by onetruepurple [46.77.124.249] on 2016/01/11 11:37:29
 Tried Both, They Don't Recognize It, Unlike Light
#15774 posted by Daya [83.198.182.130] on 2016/01/11 11:58:32
#15775 posted by JneeraZ [76.182.53.183] on 2016/01/11 12:27:19
You have the TGA with the alpha channel in the correct folder inside of Quake? It sounds like maybe it's reading from the BSP instead of externally...
 TGA? Alpha Channel In The Correct Folder?
#15776 posted by Daya [83.198.182.130] on 2016/01/11 13:21:51
I need to know more...
#15777 posted by JneeraZ [76.182.53.183] on 2016/01/11 14:05:24
Basically, the "{" tells the game engine to go read an external texture rather than using what's in the WAD file. The texture in the WAD has none of the alpha channel information in it.
I don't know the specifics, someone else will I'm sure, but you need to have the proper TGA file complete with alpha channel somewhere that the game engine can see it for loading.
#15778 posted by Scampie [72.12.65.92] on 2016/01/11 14:18:33
you don't need to use -fence, that is a light compile only thing for it to try and cast shadows based on your cutout textures.
alpha cutout textures simply need a few things to work: { prefix on the name of the texture; it needs to be applied to an entity (func_wall, func_illusionary, etc); and the parts which are going to be invisible need to be palette color 255. You don't need to compile specially, the engine is what does the work.
did you grab {swvine texture from the arcane dimension start map (or any AD map that used it)? if so, you should be all set, it would've been named correctly... open the compiled .bsp in texmex and be sure the texture is renamed, I suspect you've likely messed something up there either in the .map or in your .wad. Did you remember to change the brush in your map to the renamed texture?
 Ignore JneeraZ, No TGA Stuff Is Needed, He's Mistaken
#15779 posted by Scampie [72.12.65.92] on 2016/01/11 14:19:10
#15780 posted by JneeraZ [76.182.53.183] on 2016/01/11 14:21:21
Oh, this is just pure masking ... OK.
#15781 posted by czg [212.16.188.76] on 2016/01/11 14:43:13
Make sure texmex isn't doing that thing where it replaces fullbrights with not-fullbrights. 255 is a fullbright.
#15782 posted by adib [66.249.88.179] on 2016/01/11 15:10:11
Along with its WAD version, your texture must be an external file, a TGA image with an alpha channel where black pixels are transparent and any other shade of gray (better use white) are opaque. This file must be in a <mod>/textures folder.
It works in MarkV and QS.
 Sorry,
#15783 posted by adib [66.249.88.169] on 2016/01/11 15:14:13
another one mistaken here.
 Scampie
#15784 posted by Daya [90.1.46.242] on 2016/01/11 17:00:24
I'm using that texture from the Wad of Daikatana ep1, taken from Quaddicted's wad bank. After checking the vine texture it had the wrong background color (it seems like this is a common problem in Quaddicted's wad bank), so I fixed it and run it. Darkplaces still doesn't recognizes the transparency (is there a commandline that can fix this?), but Quakespasm runs it like it should:
http://image.noelshack.com/fichiers/2016/02/1452527281-spasm0000.png
http://image.noelshack.com/fichiers/2016/02/1452527283-spasm0001.png
Also lighttorches I underestimate them once again. 2stronk4me.
Speaking of light, fog comes out fine in Quakespasm but is non present in DP. Same thing with the sky texture, it's all black even though I put lights (sunlights still have light and shadow issues with ericw's compiler it seems, or the small sky openings in the cieling make things fuzzy somehow). What the hell
 DP
#15785 posted by FifthElephant [178.99.44.100] on 2016/01/11 17:05:08
Does not support alpha textures. That is the reason you need an external tga file
 Bing
#15794 posted by Kinn [86.151.102.31] on 2016/01/11 18:47:23
#15800 posted by JneeraZ [76.182.53.183] on 2016/01/11 19:48:01
"14 new posts! This gonna be goo ... oh."
 Lighting Giving Me The Finger
#15801 posted by Daya [90.1.46.242] on 2016/01/11 21:57:08
So I don't know what the hell is going on. My start map is as for now divided by 2 sections: a short cave section, and the skill portal room. No matter what I do (and by that I mean changing light torches' light values, deleting some, up to just deleting all of them), the cave will always be flat-litted, but as soon as the skill chamber show its nose WHOOPS strong shadows and sunlight-quality shadows (At first I did add in sunlight2 but I decided to take it out because there wasn't any impact lighting-wise).
Just look (also in those shots light torches in the first section are supposed to be deleted, and worldspawn's light value is set to 170):
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214603-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545717-razenkrauft20160111214611-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214655-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545718-razenkrauft20160111214744-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545721-razenkrauft20160111214753-00.jpg
Also, somehow removing the fog key from worldspawn made the skybrushes visible again in DP.
I don't get it.
 What Delay Values
#15802 posted by [77.180.183.230] on 2016/01/11 22:18:48
are you using for your lights?
It looks like delay 3 lights(no falloff at all) from afar to me.
Use delay 2/5 for best results, also add the -addmin switch to your commandline for tyrlight.
 There's No Delay
#15803 posted by Daya [90.1.46.242] on 2016/01/11 22:43:14
 Did You Delete The Lit File?
#15804 posted by [77.180.183.230] on 2016/01/11 22:47:36
outdated lit files with the same file name get loaded by the engine anyhow, resulting in things like this.
http://www.quaketastic.com/files/hollow_odds.jpg
Check values on worldspawn in your map that seem conspicous to you. Even a "sunlight_color x x x", or a "light" value.
Delete those too, report back.
 Fog
#15805 posted by adib [66.249.88.179] on 2016/01/11 22:48:13
Some engines in some machines don't like 0-255 values for fog, you have to use 0-1 (like 0.2, 0.5, etc) for best compatibility
 ^Also This
#15806 posted by mfx [77.180.183.230] on 2016/01/11 22:51:19
 Adib And The Fellow Above Him
#15807 posted by Daya [90.1.46.242] on 2016/01/11 22:59:11
fog was already set on 0.3. It showed OK on Quakespasm but somehow not in DP.
A light key of 170 was still active in worldspawn, so I deleted it, just like the lit file (which I deleted once when my lighting problem occured, but it changed nothing).
Now though, after compiling (with the -addmin key still in) now everything is flat-litted (which is brigther than the initial value of 1170, so I assume it went back to 300), even the skill chamber.
What now?
 DAYA
#15808 posted by mfx [77.180.183.230] on 2016/01/11 23:10:06
Dont use the worldspawn "light" key. Ever. It is better to start with a totally dark map.
It seems you have problems in doing what i adviced you to.
Are there any surface lights you may have overlooked?
To make this more clear. A map with no lights and a worldspawn "light" set to 0 should be rendered fullbright when loaded in engine.
So, assuming you deleted all lights and that worldspawn key, plus lit file, you should now see a fullbright map in the engine.
Now,as a test, put one torch in, and recompile. Report back.
 Just Put A Single Torchlight At The First Room
#15809 posted by Daya [90.1.46.242] on 2016/01/11 23:22:45
It produces light and shadows as usual, and the rest of the map is pitch black. Water is fullbright but I guess this is a quake feature to allow liquid brushes to be recognizable no matter the light values.
Are things good now?
 Daya
#15810 posted by adib [66.249.88.169] on 2016/01/11 23:24:46
I set fog to 0.3, but fog color like "64 192 255". Worked in MarkV at home, but gave me a white screen (like overbright fog) at every other machine. I changed it to "0.25 0.75 1" and now it works in all systems.
 Yes
#15811 posted by mfx [77.180.183.230] on 2016/01/11 23:26:16
this sounds good.
The waterlight issue is being worked on atm, this is standard quake light behaviour.
Glad to help!
 For Now
#15812 posted by onetruepurple [93.105.177.58] on 2016/01/11 23:28:52
You can "bypass" the "issue" of fullbright water by using an external 24bit texture.
 Daya Could Your Issues Be
#15813 posted by dumptruck_ds [66.214.184.70] on 2016/01/13 09:45:20
with DP? Search in this thread for #15623 and try compiling with the tools linked in that post.
 Nightmare Skill Detect Hack
#15814 posted by Bloughsburgh [24.3.218.186] on 2016/01/19 22:22:32
Hello there, I have been recently playing with Quake mapping and have absorbed a lot from these forums. I find myself stumped and would like to ask for assistance from the many experts here!
Following Preach's NM skill detect map hack I am receiving a crash on map load. Now I thought adding "ai_stand" "SUB_Remove" as a key-value pair would solve the issue but it does not.
I am probably missing something but any insight would be appreciated so I can cater Nightmare to my liking! >:)
Thank you!
 What's The Error Message?
#15815 posted by czg [213.113.210.124] on 2016/01/19 22:24:28
 Error Message
#15816 posted by Bloughsburgh [24.3.218.186] on 2016/01/19 22:55:48
Ah I suppose that would help!
CALL0 986(?)
AI.QC : FindNewEnemy
AI.QC : AI_Run
Shambler.QC : SHAM_RUN1
(NO FUNCTION)
NULL_FUNCTION
HOST_ERROR: PROGRAM ERROR
That's the text I get when trying to load the map. For further details I am using an info_null and changing its classname to sham_magic11.
#15817 posted by necros [173.199.65.62] on 2016/01/19 23:28:46
your info_null is running AI functions which look for th_run (which isn't set) hence the 'NULL_FUNCTION' error.
Check your stuff over...
 NULL_FUNCTION
#15818 posted by Bloughsburgh [24.3.218.186] on 2016/01/19 23:38:41
That does seem to be the issue but as far as checking stuff over I merely followed the Preach maphack article regarding NM skill detection.
It states that you should get a crash and the fix is to include the ai_stand key with SUB_Remove value in order to "appease" the game since a function is running.
The article does say to use an info_notnull while I am using an info_null but that's the only one I see of the type. Since I am changing the classname is that a moot point?
Thanks for the replies!
#15819 posted by necros [173.199.65.62] on 2016/01/19 23:50:11
i don't know this hack, but 'ai_stand' as a key makes no sense. maybe he meant 'th_stand'?
 THat's It!
#15820 posted by Bloughsburgh [24.3.218.186] on 2016/01/20 00:10:15
Okay so having the "ai" instead of "th" was certainly the issue. The article states ai_stand so naturally that's what I entered! The map loads!
Thank you Necros!
 Spoke Too Soon
#15821 posted by Bloughsburgh [24.3.218.186] on 2016/01/20 03:04:27
Okay,
So the th_stand key did work as the map loads. Now the issue is I do not believe the sham_magic11 (The unique cast of lightning only on skill level 3) is firing. Here is what I have:
info_null
classname: sham_magic11
th_stand: SUB_Remove
trigger_once
health: 1
target: ammo
shotgun shells with targetname: ammo
I have the sham_magic11 entity aimed to shoot towards the origin (0,0,0?) with the trigger_once in between.
The trigger works if I touch it/shoot it but the lightning does not appear to shoot off. I do check that skill is set to 3 before trying as well ;)
This is what I am using as reference: https://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/
I want to figure this out!
 Spoke Too Soon - The Reckoning
#15822 posted by Bloughsburgh [24.3.218.186] on 2016/01/20 03:15:30
Must have misjudged the origin point and my trigger.
I encased the origin point with trigger_onces' instead of my strong estimated single trigger and BAM things happen!
Apologize for the redundant post but hopefully it may assist someone else that hits a snag with this brilliant map hack.
I am really glad a community still exists for this game and such a great resource exist.
Thanks
#15823 posted by necros [173.199.65.62] on 2016/01/20 03:19:10
 Crosspost
#15824 posted by necros [173.199.65.62] on 2016/01/20 03:19:57
i think more likely when you moved the trigger, it re-ordered the entities when the editor updated the map file. :P
 I Think You Are Right
#15825 posted by Bloughsburgh [75.151.243.225] on 2016/01/20 12:24:30
Thanks for the additional information Necros.
Yeah I was trying to make sure the trigger_once was before in the entity order by editing the .map file in a text editor before compiling. (Is that how you do it?)
The fact that info_null might be dead before the level loads is another great possibility. I will try the entity you defined today and see if it works!
For some reason I swear my test worked one time which is why I posted such but now it refuses to work...entity order and timing are probably the factors.
I will certainly not give up on this!
#15826 posted by necros [66.249.83.77] on 2016/01/20 20:56:13
It depends on your editor. In sikkpin 's editor I could just cut and paste and it would place that entity at the start of the list.
No t sure about TB or jack/hammer
 A Good Nightmare!
#15827 posted by Bloughsburgh [24.3.218.186] on 2016/01/20 22:09:25
Tried your not_null entity with the think keys and it works like a dream (Or should I say nightmare!)
I was able to spawn in an extra enemy and remove ammo ONLY if the skill level was 3. The only caveat is the number of kills on Hard mode will always be greater than the available monsters. But since this is also a pretty crazy hack to begin with, I will not complain!
I tested think at 1 and it acted without delay. I understand if I have any issues I will just up the number to 2 or higher.
Either way I am ecstatic that this is working and is consistently working! Thank you Necros for your help I greatly appreciate it. I do try to search this thread for help before posting but this one I would have never figured out on my own.
Oh I use TrenchBroom as my editor. I was editing the .map file with a text editor and then compiling to change entity orders. But with this think key I can bypass all that.
Cheers
 Fixed Post
#15828 posted by Preach [77.99.55.146] on 2016/01/20 22:32:19
Thanks to necros for sorting this out while I was away, I've corrected th_stand in the blog post down.
Bonus idea: if you're worried about kills in nightmare, why not try killing off the monsters instead of using killtarget on them? The easiest way to do that would be to telefrag them, have some teleport triggers around them which you fire in hard to make the monsters smoosh together and die. In nightmare, you killtarget the teleport trigger so teledeath doesn't occur. You could even use the gibs for bonus decoration in hard...
 Great Idea Preach
#15829 posted by Bloughsburgh [24.3.218.186] on 2016/01/20 23:25:58
Thank you for the great blog posts, they are very useful!
Well the way I am doing it is having a monster with targetname "nm" with a delayed spawn.
The trigger_once that the sham_magic11 hits targets "nm"
I should have mentioned I am using Quoth haha. The telefrag plan is a good idea but I think if I actually have the full map pack finished I'll worry about the kill count. ;)
Much appreciated.
 Preach
#15830 posted by necros [173.199.65.6] on 2016/01/21 02:19:30
maybe add a quick blurb about using think + nextthink. while it's not as clean as doing it via classname, it is simpler as entity order is no longer important.
#15831 posted by adib [179.177.39.159] on 2016/01/21 05:13:38
Gonna pester Xaerox at JH thread about entity order.
 Think Works Great
#15832 posted by Bloughsburgh [75.151.243.225] on 2016/01/21 12:28:44
I have fully implemented NM spawns/despawns in my map and it works fantastic. The only requirement is to not have any NM related "stuff" happen in the player's line of sight at the start of the level(Unless you want them to see their hopes in dreams vanish or appear in front of their eyes!). Looks like with a map with a lot of entities, nextthink 2 is ideal.
 Total Beginner Needs A Bit Of Help With First Ever Map
#15833 posted by sputnik [86.181.56.151] on 2016/01/23 20:54:37
I'm using TrenchBroom to make my first ever map. Testing it with DarkPlaces. All going well initially but now the map is starting to flicker, making parts of walls and floors momentarily transparent.
I've tried using the Point File to find leaks but can't figure out where they are or how to fix them.
This is all beginners' stuff, I'm sure. But we all have to start somewhere :)
Any advice gratefully received. Thanks.
 It's A DP Bug...
#15834 posted by ericw [108.173.17.134] on 2016/01/23 20:56:50
set "r_useportalculling 0". I should report it properly..
 Thanks Ericw
#15835 posted by sputnik [86.181.56.151] on 2016/01/23 21:04:59
Thanks for the quick answer. I tried that but still have the flickering. I think it's down to problems with the map as it only started after I built a new area.
Compiling the map gives me dozens of warnings but I'm not sure how to address them. As a total beginner, I've read a lot of guides but to no avail.
#15836 posted by JneeraZ [76.182.53.183] on 2016/01/23 21:07:11
Use a more standardized engine like Quakespasm or Fitzquake. Using Darkplaces adds a bunch of variables into the mix that you don't need to be concerned about right now.
 IMO
#15837 posted by FifthElephant [86.4.213.148] on 2016/01/23 21:16:55
I think testing in a wide variety of engines is a good idea, the quake community is pretty fragmented.
 Various Engines Now Tested
#15838 posted by sputnik [86.181.56.151] on 2016/01/23 21:28:21
Thanks. I've now installed and tested my map with Quakespasm and Fitzquake. Both were flicker-free. So it was indeed a Darkplaces issue.
Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice!
#15839 posted by JneeraZ [76.182.53.183] on 2016/01/23 21:38:16
"Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice! "
*glare*
 Glare?
#15840 posted by sputnik [86.181.56.151] on 2016/01/23 21:54:39
Glare because looks are less important than gameplay?
#15841 posted by JneeraZ [76.182.53.183] on 2016/01/23 21:56:28
Just a personal belief that high res texture packs for Quake are the devil.
#15842 posted by sputnik [86.181.56.151] on 2016/01/23 21:57:38
Ah ok, got it.
#15843 posted by Kinn [86.151.102.31] on 2016/01/23 22:02:38
Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice!
I spent a while looking for a suitable reaction .gif to respond to this with, but got sidetracked and never did finish my quest.
#15844 posted by sputnik [86.181.56.151] on 2016/01/23 22:10:00
I had no idea that they were frowned upon. My post asking for advice was the first time I'd dipped a toe into these waters.
As an 'outsider', I like to play single-player Quake in Darkplaces with hi-res textures. It's fast and it looks great (to me, anyway).
#15845 posted by JneeraZ [76.182.53.183] on 2016/01/23 22:24:04
Kinn and I (and a few others) are pixelated purists. We can be annoying...
 Well
#15846 posted by ijed [186.9.133.188] on 2016/01/23 22:58:25
It's a bit more than that. The general idea is that Quake is too low res in geometry to have hi res textures look good.
Realistic type spaces are hard to do for a similar reason - the player is a really fast dwarf, making it instead suited to cyclopian architecture.
Don't worry though - if you hang around here long enough I'm sure you can grow yourself a fine flowing neckbeard!
#15847 posted by sputnik [86.181.56.151] on 2016/01/23 23:02:47
A neckbeard is one thing but there's no way I'm moving into a basement!
 Not The Only Option!
#15848 posted by ijed [186.9.133.188] on 2016/01/23 23:09:21
Soap Box (on top of)
Bridge (under)
Iceberg (if Vondur gives permission)
CZGs Anus (I hear it's nice this time of year)
And, of course, The Moral High Ground
 Careful Though
#15849 posted by adib [177.98.5.63] on 2016/01/24 05:44:09
You don't get into the bus and go joking about czg lower parts or sexual preferences. It's hard to unlock this badge.
 Sputnik
#15850 posted by adib [177.98.5.63] on 2016/01/24 05:53:37
I like HD textures and Darkplaces can be beautiful, but I had this flickering problem using it. Entities like func_plat or func_wall flicker in some conditions I couldn't figure. Darkplaces also render shadow artifacts I don't see in other engines. If you like GL render and HD textures, have you tried EzQuake?
 Adlib
#15851 posted by sputnik [86.181.56.151] on 2016/01/24 12:20:41
Thanks for the suggestion. I tried EzQuake but it gave me "SV_Error: Programe error" and I was never able to start my map.
I'll try breaking my map down into separate chunks until I can find and fix the errors.
This might be a stupid idea but ... if there are problems with leaks ... would putting the whole map inside a huge box fix the problems?
 Boxing A Whole Map
#15852 posted by PuLSaR [185.3.33.146] on 2016/01/24 12:34:28
is a direct way into czg's anus to hell. don't ever do that.
 Two Places I Don't Want To Go
#15853 posted by sputnik [86.181.56.151] on 2016/01/24 12:39:47
Thanks for the tip
#15854 posted by JneeraZ [76.182.53.183] on 2016/01/24 12:48:39
"if there are problems with leaks ... would putting the whole map inside a huge box fix the problems? "
No, it would hide them. :)
#15855 posted by FifthElephant [86.4.213.148] on 2016/01/24 12:48:48
It's an idle threat. Several of my maps are inside a giant box ;)
 Just Fix Da Leex
#15856 posted by Kinn [86.151.102.31] on 2016/01/24 13:02:29
I've never found leaks difficult to fix - just load the pointfile in the editor and follow the line, as you would follow the candy trail to Shambler's false-number-plated white van parked in that abandoned building site.
 Follow The Line ...
#15857 posted by sputnik [86.181.56.151] on 2016/01/24 13:37:35
My line is like a spiral drawn by a blind child :(
However, I shall keep working away and look forward to having my finished creation pulled to pieces by all and sundry :)
 Waterfall
#15858 posted by Bloughsburgh [75.151.243.225] on 2016/01/25 12:24:14
Hello again,
Found another obstruction this time in the form of map objects. Quoth shows support for a waterfall map object but I do not see it on the point entity map objects listing. I only see Custom, Grill, Grill 64, and Grill 128.
I tried using a custom map object but I can't find where the waterfall mdl would be...I searched through the Quoth pack files to no avail. Surely I am missing something but if anyone can provide assistance I'd appreciate it.
Thanks!
#15859 posted by necros [64.233.172.241] on 2016/01/25 12:47:17
I think that's preach's waterfall, so it'd be up on his blog for sure.
 It Is Indeed Preach's
#15860 posted by Bloughsburgh [75.151.243.225] on 2016/01/25 13:06:00
Yes you are correct, I am using his Quoth tutorial articles and I must say they are an absolutely wonderful resource. The waterfall sounds perfect for the ideas I have in mind but the first step is to place down a waterfall_map_object which seems to be missing from my point entities list. I am using Trenchbroom if that makes a difference.
As I have said, I tried searching the Quoth pak files via PAK explorer and could not find any indication of a waterfall mdl file or anything similar.
#15861 posted by necros [66.249.83.83] on 2016/01/25 13:23:40
There's a generic model entity you can use. just download the model from the blog.
 Need To Search Deeper Next Time
#15862 posted by Bloughsburgh [75.151.243.225] on 2016/01/25 13:32:13
Ah, so I started digging deep into the models section of Preach's Blog which states he removed it from re-uploads due to enhancing the waterfall object.
Looks like I can just grab the model and go from there.
Only thing that appears to be a caveat at first glance is the missing keys that come staple with the mapobject_waterfall described in the Quoth pack *As seen here: https://tomeofpreach.wordpress.com/quoth/tutorial/mapobject_waterfall/ Or maybe it is there...will check later tonight.
Thanks for the assistance!
 Sometimes You Need A Second Pair Of Eyes
#15863 posted by Bloughsburgh [75.151.243.225] on 2016/01/25 13:56:58
Alrighty, looking deeper into the wonderful Tome of Preach and I find the Quoth2.fgd Now Trenchbroom has that as a default selection but the one on Preach's Quoth page is updated with....
wait for it...
mapobject_waterfall!
Among other entities I noticed missing.
Pretty certain this will be case closed but thanks again Necros for giving another pair of eyes.
I think the brightside is if someone in the future is having the same issue they can do a search and find these posts. ;)
 Waterfall Of Tears
#15864 posted by Bloughsburgh [24.3.218.186] on 2016/01/25 22:25:36
Okay, back again yay!
Waterfall object is there...I can place one (Blood waterfall is legit!) but no sound comes from the falls.
Tried sounds: 1 but that does not work either.
The PAK2 contains misc/wfstart.wav and wfend.wav so the sound exists. I can play the sounds with a play_sound entity but that's not ideal.
Furthermore, if I want to trigger the fall from starting or stopping I can do that just fine and the animations play but the sounds do not. For that I am using noise and noise1 for start and stop respectively. I don't see any console errors regarding the sounds so I am a bit puzzled.
 Triggered Sounds
#15865 posted by Preach [77.99.55.146] on 2016/01/25 23:33:04
All the extra sounds key stuff is really there so you can have an easy to toggle sound for dynamic waterfalls, so the "sounds 1" key only works if you trigger the waterfall. You may want to try again now you've made it trigger. If you have a static waterfall then the play_sound route is the way to go.
Due to an oversight, the sound doesn't being playing until the waterfall is triggered to begin flowing; if it starts the map in flowing mode it will be silent. I'll add this to the fix list but a workaround in the meantime is to start the waterfall "dry" and then instantly trigger it when the level starts.
 Correction
#15866 posted by Preach [77.99.55.146] on 2016/01/25 23:35:30
...the sound doesn't begin playing...
 Waterfall Of Joyful Tears
#15867 posted by Bloughsburgh [24.3.218.186] on 2016/01/26 00:10:37
Thank you Preach, your explanation makes sense and works! Totally no problem to trigger when the level starts as it plays and turns off when triggered at the expected time.
I want to thank you for this waterfall feature, it is truly gorgeous and increases that creative flow. ;)
 Another Consideration
#15868 posted by Bloughsburgh [24.3.218.186] on 2016/01/26 00:38:38
It appears that the sound when only play if it is triggered from the dry state to flowing state...but it also must be within audible range of the player or it will stay silent.
I resolved this by having it trigger right before a door opens to the room with the waterfall puzzle. Just an observation!
#15869 posted by necros [173.199.65.21] on 2016/01/26 01:00:48
yeah, it'll stop when you leave listening range too :(
#15870 posted by metlslime [159.153.4.50] on 2016/01/26 01:24:56
this is a difficult problem in quake, in rubicon2 i tried to solve it by constantly triggering the sound when the player is within a medium range from the player, but this probably only works for white-noise type sounds since otherwise you'll hear clicking/popping i think.
 Interesting Metlslime
#15871 posted by Bloughsburgh [75.151.243.225] on 2016/01/26 13:12:27
Hmm, good to know that sometimes you just have to "wing it" with these things. My current waterfall situation is working 100% as much as I know it can so I am happy about it. I think I might stick with just aesthetic falls from here on out though. Those blood waterfalls just have to be used somewhere! ;)
 Few Questions Regarding Func_Train
#15872 posted by DeeDoubleU [176.8.124.70] on 2016/01/26 14:01:04
Am I understanding it correctly that path_corners need to be set at regular intervals along desired path, because they are sound emitters and not train itself?
In Preach articles I saw instructions for changing path once to alternate. Any other interesting tricks/hacks with trains and path?
Don't remember exact map name from original Quake that had a lift going between 3 floors stopping for a second at each floor. Was it func_train also? In any case how does it work?
#15873 posted by JneeraZ [76.182.53.183] on 2016/01/26 14:10:43
I think each corner has a wait of "-1" so it just waits at each floor until it gets triggered again.
 E2M6
#15874 posted by Bloughsburgh [75.151.243.225] on 2016/01/26 15:11:39
Is the map you are thinking about. I think they just had a large elevator like func_train with waits set to go off. So once triggered, it would go up to the second floor and wait for 3 or so seconds then proceed to it's third path corner. Since the original Quake can't re-activate a func_train when it reaches a corner set to wait: -1, I am thinking maybe they had a fourth path corner that is in the same spot as the second floor one that targets back to the 1st floor.
I would need to play the map again or check the source to be sure though!
 E2M6
#15875 posted by Bloughsburgh [75.151.243.225] on 2016/01/26 15:11:39
Is the map you are thinking about. I think they just had a large elevator like func_train with waits set to go off. So once triggered, it would go up to the second floor and wait for 3 or so seconds then proceed to it's third path corner. Since the original Quake can't re-activate a func_train when it reaches a corner set to wait: -1, I am thinking maybe they had a fourth path corner that is in the same spot as the second floor one that targets back to the 1st floor.
I would need to play the map again or check the source to be sure though!
#15876 posted by metlslime [50.150.122.79] on 2016/01/26 17:28:37
i don't think this is a feature of stock quake because to do it in rub2m2 i had to change the code.
 Idea For A Remake Of E2M6
#15877 posted by onetruepurple [46.77.124.254] on 2016/01/26 17:34:58
Up/down buttons for every floor of the lift.
Should be doable in AD...
 Or Just Remove The Lift Altogether And Replace It With Something Bette
#15878 posted by czg [213.113.210.124] on 2016/01/26 17:42:12
r
I hate that lift
#15879 posted by Scampie [72.12.69.27] on 2016/01/26 18:47:38
Make the lift a secret. And there is an instant death pit under it.
 Doomery
#15880 posted by Kinn [86.136.122.222] on 2016/01/26 19:29:06
Make the lift a secret. And there is an instant death pit under it.
DoomII.txt: the only way to complete the level is though the secret area.
Anyway this reminds me. I have just finished Doom II, Map 19 "The Citadel", by Sandy Peterson. Overall it's a pretty fun map, but the only way to the exit requires you to go through a secret area (like what da fuq does "secret" even mean at this point?), but anyway, whatever.
This map is notable however, for containing possibly the worst level design idea I've ever seen:
At a certain point in the level, there is a little alcove containing a powerup, a Soulsphere. Now I dunno about you, but when I find a powerup tucked away in a little corner like that, and there are no monsters around, and I don't need the powerup, I don't pick it up. I make a mental note that it is there, and go on my merry way. If I need it, I can quickly rush back and grab it.
So, I proceed to spend a sanity-destroying amount of time wandering around the entire map trying to figure out how the fuck to proceed. I give up after a while and consult a walkthough on the internet.
Turns out the way forward is via that powerup I found earlier. If you go to pick the powerup up, you don't actually pick it up, instead - nonsensically - you get teleported to a new bit of the map, which is the way to progress. (And no, before you ask, it's not sitting on a visible teleporter, it's just sitting in an ordinary, plain alcove).
Yeah, defend that, Doom level design apologists.
 Doom 2 Levels Are Pretty Crap I Don't Think Anyone Will Disagree
#15881 posted by czg [213.113.210.124] on 2016/01/26 19:31:04
 Doom 2
#15882 posted by FifthElephant [178.111.101.82] on 2016/01/26 20:06:19
Had some terrible maps.
 E2m6 Is Pretty Much The Worst Doom Level Ever
#15883 posted by czg [213.113.210.124] on 2016/01/26 20:51:13
 Sac
#15885 posted by onetruepurple [93.105.177.58] on 2016/01/26 21:35:31
 Func_train
#15886 posted by Qmaster [70.195.73.19] on 2016/01/26 22:32:54
When looping, please please use at least two or three. I hate falling off just to have to wait for it to go all the way around the loop. And falling into instadeath under it is not cool. Have fun DeeDoubleU.
Yes path_corners tell the train where to go, but remember that it is the location of the lower left corner of the bounding box.
 Func_train
#15887 posted by Qmaster [70.195.73.19] on 2016/01/26 22:32:56
When looping, please please use at least two or three. I hate falling off just to have to wait for it to go all the way around the loop. And falling into instadeath under it is not cool. Have fun DeeDoubleU.
Yes path_corners tell the train where to go, but remember that it is the location of the lower left corner of the bounding box.
 Stupid Phone
#15888 posted by Qmaster [70.195.73.19] on 2016/01/26 22:33:40
double posting! :(
#15889 posted by DeeDoubleU [176.8.124.70] on 2016/01/26 23:17:35
Even if I will use an instadeath secret you would have to work your ass to get to it! 10 hidden switches and rampcirclejump at the very least.
Good idea to use two trains, will do.
 Speaking Of Secrets
#15890 posted by Qmaster [50.45.39.173] on 2016/01/27 01:54:20
The func_door_secret is limited in that it only goes in two directions when opening. One could use the func_train to make an elaborate secret door, but it can only open once when you set the last path corner wait to -1.
 Func_door_secret
#15891 posted by Bloughsburgh [75.151.243.225] on 2016/01/27 12:01:59
Could you use the angles key to allow for more directions? I seem to recall a Preach blog:
https://tomeofpreach.wordpress.com/2014/06/26/unusual-func_door_secret-angles/
 Quoth2 Fgd
#15892 posted by Bloughsburgh [24.3.218.186] on 2016/02/05 22:48:55
Hi again,
Is there a link to acquire the most recent Quoth2.fgd file? The option I used was from Preach's Blog and while that is up to date, I don't see any mdl paths defined which causes just bounding boxes to display in the editor.
If I am expected to add the mdl paths myself I can do that but was just wondering if someone just had a quick link to the file.
Sorry if I am missing something!
#15893 posted by FifthElephant [86.4.213.148] on 2016/02/06 01:37:33
Which editor?
#15894 posted by ericw [108.173.17.134] on 2016/02/06 02:35:03
TrenchBroom includes a Quoth2 FGD that displays models in the editor
#15895 posted by FifthElephant [86.4.213.148] on 2016/02/06 02:45:47
You have to make sure you point to the mod folder in preferences
#15896 posted by Bloughsburgh [70.199.6.40] on 2016/02/06 03:13:40
Sorry should have stated more details.
Using latest release of Trenchbroom. It comes with a slightly outdated Quoth2 fgd file than the one hosted on Preach's blog.
The problem I found is that the Preach Quoth2 fgd seens to not have mdl paths defined as they are in the Trenchbroom one. Hopefully that makes more sense.
Everything works...I just can't see the models within the editor. This is only a problem if I opt to use the newest Quoth2 fgd and not the one that is packaged with Trenchbroom.
Thanks for the replies!
#15897 posted by Bloughsburgh [24.3.218.186] on 2016/02/06 15:56:54
Okay, so I believe I have everything sorted. I just opened the trenchbroom Quoth2 file and the Quoth2.2 file and manually copied the missing entries across. Everything seems to be working with models showing.
For reference here was the problem I was seeing:
Ex: Envirosuit--
TB file =
@PointClass base(Item, Appearflags) model(":progs/suit.mdl") =
item_artifact_envirosuit : "Environmental protection suit" []
2.2 Quoth file =
@PointClass base(Item, Appearflags) =
item_artifact_envirosuit : "Envirosuit" []
The "updated" file is missing the model path and this is the case for all entity models in the editor.
That was my initial issue but there were only a handful of missing definitions so I just inserted them into the file with models already defined!
Cheers everyone, until next time! >;)
 Cool
#15898 posted by SleepwalkR [79.195.31.31] on 2016/02/06 17:23:46
it would be great if you could create an issue report on github and attach your file so that I can include it in future releases.
 Yeah, Cheers
#15899 posted by Preach [77.99.55.146] on 2016/02/06 17:59:59
I really have been meaning to get around to that too! So if you've done it already, with your permission I'd love to grab a copy and post an updated version on the official site.
Do the model paths cause issues in other editors? Or are they safely ignored? I don't know if I need to keep a 2nd copy online for users of other editors...
 Oh Wow
#15900 posted by Bloughsburgh [24.3.218.186] on 2016/02/06 19:56:16
It is great to hear I wasn't just missing something obvious!
I will be happy to assist with the updated file.
Here is the updated Quoth2 fgd:
https://copy.com/Q2AbvQX9DjQugqCj
There were only a few things missing (waterfall, effect pulse, etc). And this retains all of the model paths.
I do not know about other editors but I imagine if the path to the mdl files are completely absent from the definition file that it would have the same issue.
SleepWalkR, I will report the issue!
 Trying To Make A Button Opening Two Rotating Doors
#15901 posted by Daya [109.31.36.149] on 2016/02/07 12:17:19
It's guessing work when it comes to Scourge's rotating doors, but I think there needs to be a func_rotating_doors as the center of rotation for a given brush, and then have a rotate_object brush being targeted by said func_rotating_doors, but I digress.
I want a button to open two doors (which is actually one, just like in Scourge's E2M1) but since we can only target one thing I'm completely lost on making it work. I tried a trigger_relay but no, I really need a way for a single func to target two things at once. How can I do it?
#15902 posted by mfx [77.179.197.40] on 2016/02/07 13:30:27
The func_button targets one door and a trigger_relay, which targets the other door.
The way func_rotate_doors are set up prevents them having the same targetname i guess.
Check the ad_test3.map for details.
 Checking Ad_test3
#15903 posted by Daya [109.31.36.149] on 2016/02/07 14:12:51
And I found that big circular door in 2 parts. One part is a func_door while the other in a rotate_object.
What's the difference between the twos if they're both assigned to a rotating entity? And what's the difference between info_rotate and func_rotate_door? Do their placement matters, as in the targeted brush's center of rotation, or no? And I'm getting a bit confused with the button targetting and all, can't we target more than two entities at once if they have the same target name?
#15904 posted by negke [31.16.58.85] on 2016/02/07 14:14:02
This sounds odd. Why shouldn't multiple rotating doors be able to have the same targetname...
Apart from that, one door can target the other, so there's no need for a trigger_relay.
 Another Thing Regarding Clip Brushes
#15905 posted by Daya [109.31.36.149] on 2016/02/07 14:15:07
I wanted to create fences like in Doom, where no one can pass through but only attacks. My method would be to have a func_illusionary brush with a clip brush on it, but when testing the clip brush isn't there, I'm passing through the fence. Is there a workaround?
#15906 posted by Spike [165.120.199.187] on 2016/02/07 19:27:51
the clip brush should be part of the world, not the illusionary.
if the clip brushes are part of the illusionary then it'll be non-solid, just like the rest of the func_illusionary geometry.
(they could also be part of a separate func_wall if you want to killtarget it to make it passable later, but you will may need to fiddle about with it in order to get the qbsp to accept it, depending on the qbsp)
#15907 posted by FifthElephant [86.4.213.148] on 2016/02/07 19:32:11
Clip textures on func_illusionary tends to crash my compilers
 Fixed It
#15908 posted by Daya [109.31.36.149] on 2016/02/07 19:48:47
It was simple actually, have the func_illusionary brush be surrounded from both sides by 1 unit-thick clip brushes.
For that whole rotating brushes thing, can I get to know more about it?
 Daya
#15909 posted by ericw [108.173.17.134] on 2016/02/07 20:12:16
 Ok
#15910 posted by mfx [77.179.197.40] on 2016/02/07 21:05:36
ad_test3s first rotating door (the "vault" door) is a bit trickier to explain, it is actually a func_rotate_train.
But first the normal door we all see everyday, with a vertical and fixed hinge. Build one of those out of as many brushes you want, these all go into an entity called "rotate_object".
Note there is no func_ prefix on this entity, idk who was so crazy to name it w/o this.. :) But the quoth fgd/def has it.
Give it a targetname, lets say rotate_door1 , and a target, lets say rotate_hinge1.
"targetname" "rotate_door1"
"target" "rotate_hinge1"
You must also set the light parameters like "_dirt" and "_minlight" on this one (if you want to).
Now create a "info_rotate", this is a point entity, important is you place it right on the vertical axis i.e when viewed from above or below in the middle of the hingebrush for best looking results.
This one is targeted by the rotate_object.
"targetname" "rotate_hinge1"
Now create a "func_rotate_door", again a point entity placed on the axis.
This one targets the rotate_object
"target" "rotate_door1"
This entity has all the keys for controlling the rotation of your door.
"speed" - the amount of time to open/close the door
"angles x y z" - the total angle the door rotates i.e.0 360 0 is one full turn vertical.
sounds/noise keys depending on the used progs.
"targetname" - last but not least this one must be targeted itself by a button/event of your choice.
Important note, these "doors" have no collision. You'd have to fake this with skip-textured func_doors/func_movewalls.
Try this guide first, vault-doors later (those are easier to fake collision for :))
Hey..
 ERIC
#15911 posted by mfx [77.179.197.40] on 2016/02/07 21:06:41
 What's In A Name
#15912 posted by Preach [77.99.55.146] on 2016/02/07 22:01:05
Build one of those out of as many brushes you want, these all go into an entity called "rotate_object".
Note there is no func_ prefix on this entity, idk who was so crazy to name it w/o this.. :) But the quoth fgd/def has it.
Blame hipnotic! In Quoth we tried to name things with consistency in terms of func_ being solid brush entities, trigger_ being invisible brush entities, info_ being invisible point entities, etc. Most of the exceptions to the rule are things that would be too confusing to rename now, like trigger_counter. Unfortunately rotate_object is a name hard-coded into the compile process and there's no way to change it.
 Looking At Preach's Tutorial
#15913 posted by Daya [109.31.36.149] on 2016/02/07 22:14:03
I don't get the part with the func_move_walls. I know they're part on making a collision mask, but for two side-to-side rotating doors how does it work?
Do I just make tiny cube brushes that form a quarter-circle from the closed position of the door to the theorized opened one? Or do I just make a single brush that I cut in an arc that's suposed to draw out the shape of the movement?
 Movewalls
#15914 posted by Preach [77.99.55.146] on 2016/02/07 23:56:16
Correction: CZG's tutorial
The movewalls should be shaped to approximate the size and shape of the visible entity while stationary. The ideas is that because you can't actually rotate solids in Quake, you have these small chunks which slide along a circular path.
It might be better to describe a couple of basic things you might create, and how to movewall them.
A door: cuboids which stretch from the top to the bottom of the door, are square on top, and exactly match the width of the door. In ascii, from above
========= (door)
[ ][ ][ ][ ][ ] (movewalls)
A propeller: cubes along the length of each blade, flattened to the thickness of each propeller.
 Awww Yeaaah
#15915 posted by Daya [109.31.36.149] on 2016/02/08 00:45:13
After some bits of trial and error regarding rotation angles I came through
http://image.noelshack.com/fichiers/2016/06/1454888677-schlossherr20160208004219-00.jpg
(And here you can see fullbright pixels will be a huge problem)
#15916 posted by Rick [75.65.153.192] on 2016/02/08 09:58:15
TexMex can remove fullbrights.
#15917 posted by Rick [75.65.153.192] on 2016/02/08 10:04:46
Load the wad into TexMex. Double-click a texture. It will open in a "Detailed View" window. Right click on the texture and select "Adjust Brightness", then click "Remove Brites" in the "Brightness Adjust" window.
 Thanks!
#15918 posted by Daya [109.31.36.149] on 2016/02/08 10:05:25
#15919 posted by Rick [75.65.153.192] on 2016/02/08 10:23:04
I hope it works. I'm not sure I ever actually tried it.
I edit textures in an old version of PSP and have a custom quake.pal file where all the fullbrights are replaced with black. I just apply that (using match nearest color) to any texture where I want to get rid of stray fullbrights.
 It Worked Half The Time
#15920 posted by Daya [109.31.36.149] on 2016/02/08 10:55:00
Some of the reworked pixels where fullbrights, so I had to edit them with Photoshop.
Nevertheless, they're gone now.
#15921 posted by PuLSaR [66.102.9.37] on 2016/02/09 01:33:32
Is there a hack to make explosions made of info_notnull deal zero damage? I need just a visual effect of explosion.
 PuLSaR
#15922 posted by Daya [109.31.36.149] on 2016/02/09 02:07:38
 Oh Yes
#15923 posted by PuLSaR [66.102.9.21] on 2016/02/09 02:27:03
Ogre grenade suits perfectly for this, thanks
#15924 posted by PuLSaR [66.249.81.222] on 2016/02/10 20:04:08
Is it possible to place an animated texture without animation frames playing (last frame I need) without making it a separate non-animated texture in wad? Like the button that have already been pressed?
 Figured That Out
#15925 posted by PuLSaR [66.249.81.225] on 2016/02/10 20:31:18
ignore the previous post
 How?
#15926 posted by ijed [190.22.60.229] on 2016/02/11 03:00:22
 Ijed
#15927 posted by DeeDoubleU [134.249.211.40] on 2016/02/11 13:59:36
Just use its switched-off frames as texture for your button, wall etc.
#15928 posted by [92.228.158.56] on 2016/02/11 14:28:01
so the +a*.* frame?
 Right
#15929 posted by ijed [200.73.66.2] on 2016/02/11 15:27:19
But I read it as if PuLSaR is saying use one of the animation frames, not the 'off' (+a) frame.
I know that func_wall has some little known hackery inside that works with this, but can't remember what it is.
And now, reading it again, it seems that it is just setting the +a frame yeah.
 Yep
#15930 posted by PuLSaR [66.249.81.228] on 2016/02/11 22:31:05
I just needed the +a frame, silly me
 Misc_explobox2 + Trigger
#15931 posted by DeeDoubleU [134.249.211.40] on 2016/02/13 14:44:15
I want explosion of misc_explobox2 to trigger stuff.
Tried 'default' and hacked triggers, but it seems they don't take damage from that entity.
Setting enemy:1 to box makes it shot-through.
#15932 posted by DeeDoubleU [134.249.211.40] on 2016/02/13 18:28:12
And another question.
Guys, how do you create caves?
Quick experiments taught me that it would be nearly impossible to do it in radiant or at least very long and masochistic experience.
Trying to use trenchbroom atm. Alas, it crashes often, but in the meantime gives much more freedom.
Technique I use is pretty much what was shown in TB tutorial-gifs - making a grid of 64x64 boxes and then pushing vertices.
https://i.gyazo.com/067766322d24018d6c8b2cadc916b4e0.png
It goes very slow and I'm not quite happy with my results so far.
Tips, rules, your personal general pipeline - I'm interested in everything.
 DeeDoubleU
#15933 posted by Kinn [86.154.183.77] on 2016/02/13 18:41:44
I use Netradiant, and it's as quick as TB in my experience if you work in tri prisms and drag-select multiple vertices. You can even do all the pushing and pulling in the 3d view, like in TB.
Once I'm happy with the shape, I combine the tris to make them quads, which halves the brushcount and probably makes the compiler happier.
The trick is knowing which configuration of tri prism pairs makes a convex quad, and it takes a while to develop an intuition for that.
Your probably better off sticking to TB.
 TB Tutorials? Where?
#15934 posted by Daya [109.31.36.149] on 2016/02/13 20:38:18
 Uhm, I Meant This
#15935 posted by DeeDoubleU [134.249.211.40] on 2016/02/13 20:42:46
 DW
#15936 posted by ijed [190.22.35.85] on 2016/02/13 22:58:55
You could try a trigger with health that's the same size as the box, that triggers the box, plus whatever else it is you want activating.
 Ijed
#15937 posted by DeeDoubleU [134.249.211.40] on 2016/02/13 23:15:15
Unfortunately I wasn't able to detonate the box by triggering it.
 Caves
#15938 posted by Rick [75.65.153.192] on 2016/02/13 23:46:43
I used tri-souping to make the opening cave area of the map I did for Fire and Brimstone (Detour), three walls and the roof anyway. The floor is flat with various bits and chunks added. The map is in the pak if you want to take a look.
 DW
#15939 posted by negke [31.16.58.85] on 2016/02/14 00:19:19
Exploboxes don't fire triggers, but they do work with buttons.
 Also - Essential Reading
#15940 posted by Kinn [86.154.183.77] on 2016/02/14 00:42:53
Look at sock's rock wall tutorials:
http://www.simonoc.com/pages/articles.htm
It's much more brush/face efficient than trisoup.
As a rule of thumb if I can use sock-style "rock wall" geometry for terrain/cave stuff, I will use that. I only do tri-soup for places where the above doesn't cut the mustard, and for joining disjointed bits together smoothly.
 Negke
#15941 posted by DeeDoubleU [134.249.211.40] on 2016/02/14 00:46:34
Can you please get into more details with this?
Simply linking button or trigger to box does not work for me for some reason.
#15942 posted by DeeDoubleU [134.249.211.40] on 2016/02/14 00:51:22
Thanks for the link, Kinn, gonna check it out tomorrow.
#15943 posted by negke [31.16.58.85] on 2016/02/14 08:58:30
Small button with "health" "1" next to the box, so the exposion damage triggers it. See bbin1 for reference, at the end of the second level part.
 Button That Works Only After A Trigger Fires
#15944 posted by Ubiquitous [90.206.107.118] on 2016/02/15 19:05:32
I'm possibly missing something obvious, but is there a way to do the following two related things?
(1) make a button that activates when the player touches it but that cannot be activated until after a particular trigger is fired.
(2) make a door that opens when the player approaches it but not until a particular trigger is fired.
#15945 posted by JneeraZ [76.182.53.183] on 2016/02/15 19:19:38
Could it be as simple as an invisible func_wall in front of the button that you killtarget later?
 Yes, That Works
#15946 posted by Ubiquitous [90.206.107.118] on 2016/02/15 19:57:59
Yes, that works. Actually, I had thought of something like this but for some reason convinced myself that func_wall wasn't implemented in Quake.
Thanks for putting me right.
 UE3 Question
#15947 posted by DaZ [89.168.60.163] on 2016/02/15 21:49:19
This should be something really simple but it is driving me insane :/
Ok, so I have a prop properties page open in UE3 editor and in this prop I can assign other props to die when this prop dies, all I have to do is input the name of the props I want.
One of the buttons says "use current selection item in the content browser" but if I select the thing I want in the content browser it brings up the properties for that item and I can no longer enter it into the ui.
I can see no way to copy the name of the item either.
So, it seems the only option is to type out an insanely long reference name which I will inevitably fuck up somewhere and create bugs.
What gives?!
 Ubiquitous
#15948 posted by mfx [77.179.40.122] on 2016/02/15 22:42:36
#15949 posted by JneeraZ [76.182.53.183] on 2016/02/15 23:44:59
Did my tweet not help? Locking the property window will stop it from changing the window when you click another actor.
And typing in the name won't fuck anything up because it won't take a bad name ... the name will have to exist or it won't accept it.
 Since When Do Tweets Help?
#15950 posted by mfx [77.179.40.122] on 2016/02/16 00:26:48
wait a second..
 Yup
#15951 posted by DaZ [89.168.60.163] on 2016/02/16 04:21:19
Thanks Warren you are a life saver. That was driving me mental!
btw : I accidentally a xcom 2 map pack http://steamcommunity.com/sharedfiles/filedetails/?id=625430712
Will probably work on it some more tomorrow.
 @mfx
#15952 posted by Ubiquitous [163.1.201.148] on 2016/02/16 19:23:41
Thanks. Building a logic gate in that way is definitely something I hadn't thought of, but makes a lot of sense now.
 Ubiquitous
#15953 posted by [77.179.207.91] on 2016/02/16 23:07:23
my jam2 map used one of those, exactly for the stuff you described(open a door when an event has fired/happened). Glad to help!
 Simple Things
#15954 posted by Preach [77.99.55.146] on 2016/02/16 23:15:24
(2) make a door that opens when the player approaches it but not until a particular trigger is fired.
While it's cool that my logic gate got another outing so soon after the last one, there's an easier way to do what you need here. Create the door with a targetname, then add a trigger_multiple around the door to define the area you enter to open in. Once you're happy with that trigger, use the trick from...
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
...to make it a spawnable trigger_multiple. Before you've spawned it there's no way to trigger the door to open, afterwards it opens as soon as you go near.
Of course, if you need the ability to rescind and reactivate the proximity trigger repeatedly, then the logic gate is the way to go. In the case you described, I think you only need the transition from off to on to happen once, so I'd recommend this way as being easier to build.
#15955 posted by Rick [75.65.153.192] on 2016/02/17 04:58:53
A button that doesn't work is counter intuitive to me. I would at first be inclined to think that the mapper messed something up.
It seems better to me that access to the button simply be physically blocked.
I suppose it might work if there was an extremely obvious reason for the button to do nothing.
 You Could...
#15956 posted by Qmaster [50.44.230.26] on 2016/02/17 05:09:23
Use a trigger_multiple to give you a message saying "button inoperable, power disabled" and then killtarget it later.
#15957 posted by Rick [75.65.153.192] on 2016/02/17 08:49:19
Yep, that's the kind of obvious I was talking about.
 Falling Through Sloping Floors?
#15959 posted by total_newbie [94.223.162.219] on 2016/02/17 16:57:50
So I've been cutting up a large flat horizontal brush and than cutting away at the constituent pieces at all sorts of angles to create a floor that looks naturally uneven. When I tested it in-engine just to see how it looked, I fell right through one part of the floor, as if the brush were a func_illusionary. Then I remember having seen this in a few other maps too (I think one was a speedmap by FifthElephant and one was one of Tronyn's Unforgiven maps).
Does anyone know why this happens and/or how to avoid it?
#15960 posted by JneeraZ [76.182.53.183] on 2016/02/17 17:06:23
Welcome to Quake mapping. :)
 Total_newbie
#15961 posted by DeeDoubleU [37.229.216.204] on 2016/02/17 17:21:46
Cover it with clip brush.
 Sloped Quakes
#15962 posted by Bloughsburgh [75.151.243.225] on 2016/02/17 18:19:53
Quake and slopes sometimes get into little arguments with each other. Clip brushes try to keep the peace and let everyone live in harmony.
 Hull Problems
#15963 posted by ijed [200.73.66.2] on 2016/02/17 19:14:12
This can happen for two reasons;
1. Depending on the method of construction and editor used you'll get tiny misalignments. This is the reason for most if not all corrupt brushes.
2. The engine just doesn't like a specific brush configuration.
Solutions:
1. Make sure everything is on grid - don't use carve, be clever with vertex manipulations (no concaves, make everything either wedges or pyramids if you want terrain). If you're clipping then clip across the entire brush, from grid point to grid point.
You may need to delete and rebuild bad brushes.
You can also get sticky brushes, where a tiny (invisible) overhang is in the floor - you run into it and get stuck.
2. Move stuff around. This isn't a common problem unless your geometry is very simple and pretty big.
 Clip Brushes
#15964 posted by ijed [200.73.66.2] on 2016/02/17 19:18:37
These will solve hull problems, but they're a kind of 'ah fuck it' solution that can cause other headaches.
The floor / wall can still leaks for example, or end up requiring a lot more lightmap that you won't even see. Or produce isolated pockets of space outside your level which won't break anything but is better avoided.
Sock's tuts on terrain: http://www.simonoc.com/pages/articles/terrain1_1.htm
 Oh
#15965 posted by ijed [200.73.66.2] on 2016/02/17 19:25:34
And another problem - many people assume that terrain requires much longer vis times, the truth is both yes and no.
Typically there are these misalignment issues in places where the player won't notice, like in the walls or ceiling.
The other thing these cause is unnecessary vis calculating.
Not a big deal with multicore compilers, but it can be the difference between it taking 5 or 10 minutes, and if you're compiling frequently (as you should be to avoid it exploding in your face after adding new stuff) then this can slow you down a lot.
 Thanks, Ijed!
#15966 posted by total_newbie [94.223.162.219] on 2016/02/17 21:29:56
That was the kind of explanation I was hoping for.
I had a look at Sock's tut but am finding it a little hard to understand in terms of TB and Quake, as it seems to be more about later brush-based games and things I can't do when mapping for Quake ... unless I've misunderstood something. Maybe it just assumes more prior knowledge than I have.
DeeDoubleU, Bloughsburgh -- I had also actually thought of just plonking a clip brush down in the offending spot, but I wanted a better understanding of what was actually happening. Thanks for responding, though!
 Newbie
#15967 posted by mfx [78.55.14.177] on 2016/02/17 22:13:34
Avoid triangular faces (tri-souping) when building your structures, especially floors/walls.
Socks tut uses quadfaces as well if you look closely. The quake engine uses a rectangular "brush" to clip the player against the several hulls.
This CAN be a problem, with more complex structures it is more likely to encounter those problems.
Stay on grid, and what Ijed said.
 Yeah
#15968 posted by ijed [190.22.114.230] on 2016/02/17 23:29:31
I use quads for the structure and tris over it for details.
You could also grab the RRP devkit from its thread and open up the telefragged map to see my method, which was done in Trenchbroom. Mfx' and Hrimfaxi's also have terrain of course, just not sure on the editors used.
 Trisoup
#15969 posted by Qmaster [70.195.68.32] on 2016/02/18 00:03:18
What is wrong with trisoup so long as it has been converted to a func_wall?
Incidentally, if I have multiple details, outdoor trisoup areas, trim, etc. and I make all of it one single big func_wall entity, is there an issue? E.g., will it flicker in some places? Does the world origin need to be visible from every leaf for this to work?
Curious about the theory behind it.
 Re: Mfx & Ijed
#15970 posted by total_newbie [94.223.162.219] on 2016/02/18 00:09:58
Thanks so much for both your replies.
I was just about to ask whether anyone knows of any other Quake terrain tutorials (something along the lines of czg's curve tutorial, for instance), because at the moment I can't seem to wrap my head around it. I'll definitely have a look at the Telefragged source to see what I can learn & if I can extrapolate your method from your brushes.
Thanks again!
#15971 posted by mfx [78.55.14.177] on 2016/02/18 00:29:15
Compile often, check for errors often.
Seal your map for those tests, a big brush will usually do this on areas you haven't worked out yet.
There is a super-simple way of creating terrain, any complex terrain, sadly i can only produce this with the Quark editor for now. I have tried to describe my experience with that often and most honest, but there is no way currently to describe it as just use quad-faces.
Study the sources, look at how i use overlapping brushes very often to achieve terrain.
And when i find a spot where the clipping fails, and no change to the brushes does affect this, i use clip brushes to conceal those errors. As a last resort so to say..
Again, don't get stuck on details while building, block out generously, any finetuning you can always do later.
Important is the pacing, the general "flow", and and exit.
Some even might say those details are just a special kind of expressing an OCD. (no offense..)
 Rocks
#15972 posted by Qmaster [50.44.230.26] on 2016/02/18 02:45:13
For the less OCD:
Jackhammer has a "rock" primitive. It lets you create a (somewhat) randomized mesh with a certain number of vertices. It's quick, dirty, somewhat painless way of making a rough wall or just a plain boulder. Pretty neat I'd say, if just a bit...well, ok a lot...messy.
 Yes
#15973 posted by mfx [78.55.14.177] on 2016/02/18 02:59:30
 Thanks For The Additional Responses!
#15974 posted by total_newbie [94.223.162.219] on 2016/02/19 01:05:20
Hmm, it seems I have a lot of homework to do to figure out terrain brushes. Not sure I'm ready for a second or third editor just yet, but perhaps?
As for blocking out vs getting bogged down in detail work, yeah, I'm doing things exactly wrong at the moment, as I've been basically working on one room of a map since forever (and I've rebuilt that room countless times). At this rate I'll need about 100 years to finish my first map. But it's all part of the learning process, right?
 Uhm
#15975 posted by DeeDoubleU [176.8.124.7] on 2016/02/19 09:19:01
Guys... why is this happening?
https://www.youtube.com/watch?v=tI-v9N9ladY
Earlier I noticed wizards will occasionally fly through a door for unknown reason. Door has no slopes, not even a 45 degree angles, 1 plain box brush.
Now this.
Fishes escape from their tank and chasing me throughout the level, but they can move in solid worldspawn geometry only O_o
I think it mostly happens when I'm noclipping, though not sure.
 Scrags & Fish
#15976 posted by total_newbie [94.223.162.219] on 2016/02/19 12:24:11
DeeDoubleU, someone else is bound to have a far better answer than me, but the mean time I'll risk embarrassing myself:
AFAIK both of these behaviours are known bugs but nobody knows exactly why they happen. I recall having read a few discussions where experienced mappers were stumped, especially by the Scrag thing. According to this post you might be able to avoid the issue by not cramming too many of the offending monster into the same enclosed space...
Or wait for someone who knows what they're talking about to answer. :)
 This Is Just Guesswork And Vague Memory Talking...
#15977 posted by ijed [200.73.66.2] on 2016/02/19 13:11:30
It's a weird bug caused by the navigating I believe since both fish and the scrag use point collision (not bbox) to manage their movement, but a bbox to receive collisions.
So they find a bit of geometry that they don't like for some reason and it pops them into an invalid volume outside the world, and then they can't get back in.
Scrags usually can because the flymonster behaviour gives them a bit more movement.
I suspect its something to do with the discrepancy of the center point and the bbox corners.
I know that brush misalignments can cause this (like with the player), but so can perfectly clean brushwork that the offending monster manages to get stuck on and then clip through.
Mapside, the solutions are basically either delete your fish or change the areas where they are used until it stops happening.
Scrags are best used outdoors so that they don't push themselves up through a ceiling trying to match heights with the player - which seems to be the main cause of this for them.
This was the main reason I experimented with small fish, but ran out of time / gave up before I could get a decent handle on it.
#15978 posted by Rick [75.65.153.192] on 2016/02/19 18:27:51
I've seen scrags move through solid geometry many times, but I don't remember ever seeing flying fish. Maybe that's just because fish aren't used nearly as much.
 Messages In Queake
#15979 posted by JohnisonBoa [186.107.70.215] on 2016/02/20 04:33:07
 That's One Way To Do It.
#15980 posted by Bloughsburgh [24.3.218.186] on 2016/02/20 08:09:13
If you want a message to stay on the screen longer, you can string multiple triggers with delays containing the same message.
Add \n to start a new line if a message becomes too long.
Not sure what you are asking but that's a start for messages in vanilla Quake.
#15981 posted by ijed [186.9.130.57] on 2016/02/20 15:34:49
Key 'message'
Data 'whatever you want to say'
 Mapping Help
#15982 posted by adib [177.133.100.237] on 2016/02/20 18:07:12
I need advice.
What's the appropriate combat for a maze-like map? I mean, in a set of interconnected hallways how encounters should be?
#15983 posted by Kinn [86.154.183.77] on 2016/02/20 18:10:32
Every ten seconds, two front spawns and three back spawns in bbox contact with the player.
#15984 posted by JneeraZ [76.182.53.183] on 2016/02/20 18:30:52
What Kinn said.
 Trolls.
#15985 posted by adib [177.133.100.237] on 2016/02/20 18:56:48
 No...
#15986 posted by FifthElephant [86.4.213.148] on 2016/02/20 19:01:27
I believe he said spawns... ;)
 Setup One Long Path Loop Throughout Maze, Patrol Liberally
#15987 posted by Qmaster [50.44.246.55] on 2016/02/20 19:14:19
 Lol
#15988 posted by JohnisonBoa [200.28.179.61] on 2016/02/20 22:58:40
OK, im working in it now
 Posting... ...
#15989 posted by JohnisonBoa [200.28.179.61] on 2016/02/20 23:08:27
So rare, I add a specific in a trigger in QuArK and it does not able, but I make again in TB and it does work. Im yet working...
 Changing Theme
#15990 posted by JohnisonBoa [200.28.179.61] on 2016/02/20 23:30:42
It's normal that QuArK finds holes in the map without being it? I brushing in TB but when I open QuArK to Qbsp and test, sometimes said "there is a hole in your map" and time later I do not move any brush, I change a trigger config and it back to Works in qbsp.
 Bad Quark
#15991 posted by madfox [84.84.178.104] on 2016/02/20 23:45:15
Quark stores no floater points on brushes, so every time reloading the map it slightly differ integers. So mostly there is that message.
Better take a "better" editor, took time to use GtkRadiant or TB.
There is the option to select all verts and force them to grit.
 Put Monsters In
#15992 posted by ijed [186.9.132.37] on 2016/02/20 23:45:38
1. In such a way you think it'll be fun.
2. Play map.
3. Alt tab out if you think of a way it could be more fun.
4. Make change in editor.
5. Alt tab back to game.
6. Repeat step 3.
7. Once level is complete, recompile.
1. Repeat from 1.
This is the recipe for getting good.
 Ok And Thanks 2 (2)
#15993 posted by JohnisonBoa [200.28.179.61] on 2016/02/20 23:55:10
MadFox: GtkRaadiant have visible grid lines?
 Great Advice Ijed!
#15994 posted by Bloughsburgh [24.3.218.186] on 2016/02/20 23:58:01
#15995 posted by necros [172.98.67.129] on 2016/02/21 00:38:28
i just fill every available space with monsters.
 And Don't Forget About Spawns
#15996 posted by PuLSaR [37.144.41.9] on 2016/02/21 00:56:23
#15997 posted by JohnisonBoa "TheQstion" [200.28.179.61] on 2016/02/21 01:12:15
what trigger I need for an Introduction changelevel???...... or what specific???...
 <---
#15998 posted by adib [177.17.114.233] on 2016/02/21 02:25:34
But actually you all ended up giving me an idea. Let's see if it works.
Also, what Qmaster said.
#15999 posted by madfox [84.84.178.104] on 2016/02/21 02:29:59
GtkRadiant1.4 has several coloured grid settings, I prefer white lines on black.
Introduction changelevel?
Put in a trigger_multiple, add a corresponding trigger brush, and fill in a short message.
Or if you ment tigger_changelevel and fill in the map you want to continue with, e1m2.
 Reply: MadFox
#16000 posted by JohnisonBoa [200.28.179.61] on 2016/02/21 02:39:11
When you enter to a level from start.bsp, appears "loading".
But when you enter from a single map, appears "kills 13/13, secrets 2/3".
I don't know what to put in the Introduction(start) for going to e1m1.
#16001 posted by metlslime [166.137.242.22] on 2016/02/21 03:13:32
Yeah, start.map has no intermission screen. How does that work again?
#16002 posted by ericw [108.173.17.134] on 2016/02/21 03:32:23
I think it's "spawnflags" "1" on the trigger_changelevel for no intermission
 Lol
#16003 posted by JohnisonBoa [200.28.179.61] on 2016/02/21 03:40:57
"Intermission": Solved trouble!
that's I complicate me with the language.
I use google trans but I don't believe so much in it.
 I Forgot How Doors Work
#16004 posted by total_newbie [94.223.162.219] on 2016/02/21 15:11:54
... apparently. I could have sworn that when I previously made a brush into a func_door in TB, it would move (or "open") when the player approached it if I didn't tinker with the default entity values.
Now I've just made two bog-standard door-shaped brushes inside an arch and turned both into func_door, and when my player character approaches or even touches them, nothing happens. Each func_door is 64 units wide and "lip" is set to 8. I've tried changing "lip" to a different value and changing "angle" to a different value, but to no avail. Am I missing something obvious?
#16005 posted by DeeDoubleU [176.8.124.7] on 2016/02/21 15:18:22
Try creating simple box, make it func_door and test. If it works - start adding keys and check if any will break it.
#16006 posted by necros [64.233.172.233] on 2016/02/21 15:38:02
Did you add a targetname?
 Make Sure Toggle Isn't Checked.
#16007 posted by Bloughsburgh [24.3.218.186] on 2016/02/21 15:55:46
A door "not opening" is usually because it has a targetname like necros stated. Do not give the func_door any keys except for an angle for testing.
 In Case Of Any Problem With Func_door
#16008 posted by PuLSaR [37.144.41.9] on 2016/02/21 16:08:00
check 'Don't link' spawnflag. It usually fixes all problems if door doesn't open (if there are other doors nearby)
 And The Old Chestnut
#16009 posted by ijed [186.9.132.67] on 2016/02/21 16:09:15
The is_linked flag breaks double doors if turned on and they're targeted.
 Thanks For All The Answers
#16010 posted by total_newbie [94.223.162.219] on 2016/02/21 16:18:39
No I did not add a targetname. I did not touch the default entity settings at all (except for changing the angle and lip in desperation, but this was after things didn't work).
I didn't link them either, at least not as far as I know. What should the "Key" and "Value" fields be for unlinked doors?
#16011 posted by necros [172.98.67.100] on 2016/02/21 16:44:18
linking is automatic.
first, put the 'door don't link' flag on both of the doors, test and see if it moves.
 Err, I Don't Know How To Do That.
#16012 posted by total_newbie [94.223.162.219] on 2016/02/21 17:10:13
In TB, there are these "Key" and "Value" columns, e.g. "classname" (Key) and "worldspawn" (Value). Which Key/Value combination should I specify to put a 'door don't link' flag on both doors? (Sorry to have to ask you to re-explain).
What I did try in the mean time was to turn one of the func_doors back into a world brush, figuring that if there's just one, there's no way it could be linked. But that didn't solve the problem either...
#16013 posted by FifthElephant [86.4.213.148] on 2016/02/21 17:31:55
total newbie
spawnflag 4 is what they mean
 Thanks, 5th
#16014 posted by total_newbie [94.223.162.219] on 2016/02/21 17:56:36
That didn't work either, though. Odd.
 Try To Change Angle
#16015 posted by PuLSaR [37.144.41.9] on 2016/02/21 18:29:12
it sometimes breakes with angle = 0. Try an angle that is different from zero.
#16016 posted by total_newbie [94.223.162.219] on 2016/02/21 19:18:09
Tried various angles; no luck.
I've just created a new brush and converted it to a func_door, and it's the same story. When I don't touch the default Keys & Values, it just doesn't work.
This is what TB shows me when I create a brand new func_door. Is there anything there that I should change? So far I've tried changing the values of the keys "lip", "angle" and "spawnflags" (from "0" to "4"), but to no avail...
By the way, thank you very much to everyone who's responded so far.
#16017 posted by DeeDoubleU [176.8.124.7] on 2016/02/21 19:52:54
I made a door in gtkradiant, tested it just to be sure it is working and opened map in TB.
Here is what it looks like
https://i.gyazo.com/32870bdc8156910a054ccb3a843f9a8a.png
Maybe try voodoo magic tricks if nothing else works?
Can you remove all over keys except classname and spawnflags ans check if it helped?
 DW
#16018 posted by total_newbie [94.223.162.219] on 2016/02/21 20:25:31
TB doesn't allow me to remove any of the default keys; I can just change the value.
Anyway, I've finally managed to create a working door elsewhere in the same map. The strange thing is, though, that I've created it in exactly the same way as the first one -- the brushwork is even almost identical. The first one still doesn't move at all, though.
I'm completely confused now.
 Can You Post The .map?
#16019 posted by adib [201.47.124.10] on 2016/02/21 20:27:38
#16020 posted by necros [172.98.67.100] on 2016/02/21 20:35:17
yes, it's very likely because of door linking.
doors link automatically if their bounding boxes are touching. what is happening is a door nearby has a targetname which is causing your new doors to link and also require a trigger to open.
#16021 posted by total_newbie [94.223.162.219] on 2016/02/21 21:58:43
I have specified no targets or targetnames anywhere in this map; the door (or set of doors) was the first brush entity I created in the map. Everything else was just world brushes and one info_player_start.
I can copy and paste just the door, arch and floor brushes into an empty .map file and get the same result. In fact, I just tested with a brand new map, making the simplest of doors with just 4 world brushes and a single func_door, and it still doesn't work.
This is what this new test map looks like in a text editor:
// Game: Quake
// Format: Standard
{
"classname" "worldspawn"
{
( -304 -64 -16 ) ( -304 -63 -16 ) ( -304 -64 -15 ) __TB_empty 0 0 0 1 1
( 656 64 16 ) ( 656 64 17 ) ( 656 65 16 ) __TB_empty 0 0 0 1 1
( -64 -320 -16 ) ( -64 -320 -15 ) ( -63 -320 -16 ) __TB_empty 0 0 0 1 1
( 64 400 16 ) ( 65 400 16 ) ( 64 400 17 ) __TB_empty 0 0 0 1 1
( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) __TB_empty 0 0 0 1 1
( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) __TB_empty 0 0 0 1 1
}
{
( 464 208 208 ) ( 496 -192 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 208 ) ( 464 -192 16 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 208 16 ) ( 496 208 208 ) ( 464 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 464 32 128 ) ( 592 32 128 ) __TB_empty 0 0 0 1 1
}
{
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 208 16 ) ( 496 208 208 ) ( 464 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 64 96 ) ( 592 64 64 ) ( 464 64 64 ) __TB_empty 0 0 0 1 1
}
{
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 496 -192 208 ) ( 464 -192 16 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 -64 64 ) ( 592 -64 80 ) ( 464 -64 80 ) __TB_empty 0 0 0 1 1
}
}
{
"classname" "info_player_start"
"origin" "392 -0 40"
"angle" "-0"
}
{
"classname" "func_door"
{
( 472 -192 16 ) ( 472 208 208 ) ( 472 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 480 208 16 ) ( 480 -192 208 ) ( 480 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 64 96 ) ( 464 64 64 ) ( 592 64 64 ) __TB_empty 0 0 0 1 1
( 464 -64 64 ) ( 464 -64 80 ) ( 592 -64 80 ) __TB_empty 0 0 0 1 1
 More Questions
#16022 posted by JohnisonBoa "TheQstion" [186.107.74.20] on 2016/02/21 22:02:20
In a trigger_teleporter I don't know how to use the target and targetname...
#16023 posted by JneeraZ [76.182.53.183] on 2016/02/21 22:05:25
 Total_newby
#16024 posted by madfox [84.84.178.104] on 2016/02/21 22:36:24
Use angle "-1" for up and "-2" for downward door.
An angle of 360 won't work, either as because the door can only move 90 or 270.
See here for your map.
:P
 Lol
#16025 posted by JohnisonBoa [186.107.74.20] on 2016/02/21 22:44:35
Thanks, Jneeraz
 Total_newbie
#16026 posted by adib [201.47.124.10] on 2016/02/21 22:45:51
{
"classname" "func_door"
"angles" "0 270 0"
{
( 472 -64 16 ) ( 472 64 16 ) ( 472 -64 128 ) #DEFAULT [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 480 64 16 ) ( 480 -64 16 ) ( 480 64 128 ) #DEFAULT [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 64 16 ) ( 480 64 16 ) ( 472 64 128 ) #DEFAULT [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 -64 16 ) ( 472 -64 128 ) ( 480 -64 16 ) #DEFAULT [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 64 16 ) ( 472 -64 16 ) ( 480 64 16 ) #DEFAULT [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 472 -64 128 ) ( 472 64 128 ) ( 480 -64 128 ) #DEFAULT [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
}
This should work.
 Sorry
#16027 posted by adib [201.47.124.10] on 2016/02/21 22:46:46
I changed the texture. You're missing the key "angles" in this door entity.
#16028 posted by metlslime [50.150.122.79] on 2016/02/21 23:09:44
are you sure its angles? I always just set "angle" with a single float value.
#16029 posted by total_newbie [94.223.162.219] on 2016/02/22 00:00:09
Thanks for the responses once again.
adib, TB won't allow me to set an "angles" value. I could of course just try to do it manually in a text editor, but I'd like to get this working in-editor. It shouldn't be this must hassle just to get a door to work...
Madfox, the map you pasted above works perfectly when I compile it, but when I try to do the same thing in TB, it doesn't work.
I assumed this was a case of PEBCAK, but maybe it's an editor issue? I am using the latest test build of TB2, so I guess it's possible that this might be some weird bug...
#16030 posted by total_newbie [94.223.162.219] on 2016/02/22 00:00:46
"this much", not "this must"
 2 Problems...
#16031 posted by JohnisonBoa [186.107.74.20] on 2016/02/22 00:19:38
1- trigger_multiple: I wrote a message, and, how I can use the INTRO button for the message? When press intro in TB the message don't get it.
2- Texture offset: what's up with the QUAKE, NORMAL, HARD textures? I changed the scale and the offset for the design, but when I test the map appears misaligned.
#16032 posted by madfox [84.84.178.104] on 2016/02/22 00:31:18
_@newbe : map loads perfect in TB1.
-@JB : if your trigger_multiple has a brush with the clip.tex
you don't need an intro by way of trigger_touch. Just make sure you end the message with a "n" option and has not more then 6 or 8 words.
#16033 posted by madfox [84.84.178.104] on 2016/02/22 00:33:23
"\n"
 Total Newbie
#16034 posted by SleepwalkR [87.146.34.111] on 2016/02/22 00:35:01
Make sure you use the latest build. There was a bug with entity properties that I fixed yesterday.
 Just Updated
#16035 posted by total_newbie [94.223.162.219] on 2016/02/22 01:12:44
That actually made things worse... The doors still don't work, and now I can't edit the entity properties at all.
Should I post this on github, or am I doing something stupid?
 Reply
#16036 posted by JohnisonBoa [186.107.74.20] on 2016/02/22 02:23:55
Lol, I mean said that the INTRO keyboard button: I press it, and after, the message, in process of writing, the message don't gets this space down and message in game appears outside the screen, for write enough words.
I need how to write plus two verses in a message(Trg_multiple).
 I Guess You Mean ENTER Key
#16037 posted by DeeDoubleU [37.229.208.76] on 2016/02/22 08:56:54
If so, do as MadFox said
message "line 1 \n line 2"
 Angles
#16038 posted by adib [66.249.88.179] on 2016/02/22 12:59:36
Metl, Jackhammer produced that "angles" entry when I changed door's orientation in editor. That door wasn't working, but did work when I set that.
 Sorry Mad & Adib
#16039 posted by JohnisonBoa [186.107.74.20] on 2016/02/22 16:05:13
I don't dominate the english, I know some words but not all. :s
 Lol
#16040 posted by JohnisonBoa [186.107.74.20] on 2016/02/22 17:25:23
"Deedouble" I want mean
 On The Double Dee U
#16041 posted by madfox [84.84.178.104] on 2016/02/22 22:03:16
the mad fox jumps over the langu aged dog.
 ?
#16042 posted by JohnisonBoa [186.107.74.20] on 2016/02/22 23:18:12
Ai don't understand your chist, HBO
 Lol
#16043 posted by madfox [84.84.178.104] on 2016/02/23 00:43:15
@-johnison: I'm joking. Half of the time I don't know how to handle another language either. Reason I use Google translate, nevermind. :P
 @MadFox
#16044 posted by JohnisonBoa [186.105.102.213] on 2016/02/23 02:00:40
yes I know, In my country we change the names to another similar for joking,
"natgeo-HBO" ;D
 Working Yet In An Introduction
#16045 posted by JohnisonBoa [186.105.102.213] on 2016/02/23 02:29:31
how I do a teleporter(portal) to select difficultys?
 Trigger_setskill
#16046 posted by Bloughsburgh [24.3.218.186] on 2016/02/23 02:31:08
key: message
value: 0 - 3 (easy - nightmare)
 @Bloughsburgh
#16047 posted by JohnisonBoa [186.105.102.213] on 2016/02/23 02:40:47
Ok, thanks.
#16048 posted by necros [172.98.67.12] on 2016/02/23 03:09:16
john romero released all the map sources a little while ago:
http://www.moddb.com/games/quake/addons/quake-map-source-files
while i would not recommend them as a study in how to do brushwork, you can see how they set up all the entities to do what you saw in the game.
 @necros
#16049 posted by ohnisonBoa [186.105.102.213] on 2016/02/23 03:40:31
Thanks, that would been helpful for me.
 Mdl Lighting
#16050 posted by Kinn [213.152.182.38] on 2016/02/23 18:53:37
Anyone know of any hacky workarounds to get a .mdl to light up with a different light level to what's underneath it?
 Bsp Texture As Skin?
#16051 posted by DeeDoubleU [37.229.216.202] on 2016/02/23 19:03:27
Is it possible to use skin key (or any other hack method except making a mod) to assign texture from my map's bsp file?
 Kinn
#16052 posted by ericw [108.173.17.134] on 2016/02/23 19:21:55
Less hacky, but annoying to set up: configure a tightly focused light (high wait, high brightness / strong antilight) so only affects one lightmap sample, and position this at the entity origin.
If that would still be visible: Make a sunken pit under the model with the desired light level at the bottom, cover it with a func_wall to hide it (I forget if monsters will walk on that?)
 Do Tyrann's Tools
#16053 posted by ijed [200.73.66.2] on 2016/02/23 20:05:41
Only support forced light settings on brush entities?
 Yeah, Only Brush Entities
#16054 posted by ericw [108.173.17.134] on 2016/02/23 20:13:44
Supporting minlight on func_detail/func_group would be doable, just messy to implement since qbsp has to do part of it.
 Ericw
#16055 posted by Kinn [213.152.182.38] on 2016/02/23 20:35:54
Cheers, so I guess the model lighting only picks up the light from the world, and not brush entities?
I quite like the idea of putting a tight speck of light under the model - can minlight work as a spotlight? That could be one way of easily getting a fixed lightlevel in a small spot?
#16056 posted by ericw [108.173.17.134] on 2016/02/23 20:57:29
Yep, mdl lighting does a traceline (straight down) against the world model only, and samples the lightmap brightness where the trace impacts. I'm not sure if any engines change this behaviour to include bmodels.
Unfortunately, combining local minlight (delay 4) with a spotlight appears to be unsupported in tyrutils (just a bug / oversight), I added it to my bug list.
 Ericw
#16057 posted by Kinn [213.152.182.38] on 2016/02/23 21:02:01
cheers - minlight spotlights sound like they could be a very easy way to do it, when you get round it of course, no rush :}
#16058 posted by metlslime [159.153.4.50] on 2016/02/23 21:50:39
some engines, including fitzquake, lerp between the 4 closest lightmap samples instead of just taking a single sample. This will affect what you see if there is a high-frequency change in the lightmap under a model
 Metl
#16059 posted by Kinn [109.147.141.66] on 2016/02/24 13:06:38
Ah cheers.
I imagine I'll just make it look ok in QuakeSpasm and call it a day.
 Finally Last Qstions
#16060 posted by JohnisonBoa [186.107.66.119] on 2016/02/25 22:06:01
I finally finishing my Intro for a quake game, all entities has very good. But, 2 last questions for details:
1- exist volume key for an ambience sound trigger? default?
2- In a func_buttons of a counter to open a door, how I set to not move the buttons?(cause they are shootable, health 1)
 Func
#16061 posted by madfox [84.84.178.104] on 2016/02/25 22:17:53
Values: Sound Attenuation
ATTN_NONE = 0; // full volume everywhere in the level
ATTN_NORM = 1; // normal
func_button on counter no move
classname func_button
target X
targetname counter target
speed 100
wait -1
health <0 >1000
 Oh, I Thought He Didn't Want Button To Physically Move
#16062 posted by DeeDoubleU [37.229.211.119] on 2016/02/25 22:23:16
trigger its targets without sliding.
If this is the case then use
lip XX
where XX is thickness of your button
 My Problem With Button(screenshots)
#16063 posted by JohnisonBoa [186.107.66.119] on 2016/02/25 22:33:51
 Try Lip 32
#16064 posted by DeeDoubleU [37.229.211.119] on 2016/02/25 22:42:22
 Not Works Lip
#16065 posted by JohnisonBoa [186.107.66.119] on 2016/02/25 23:49:14
#16066 posted by FifthElephant [86.4.213.148] on 2016/02/25 23:52:09
Change the angle so it moves backwards. That way it will be less noticeable.
 5th Elephant
#16067 posted by JohnisonBoa [186.107.66.119] on 2016/02/25 23:58:33
Works :D
#16068 posted by necros [172.98.67.56] on 2016/02/26 05:20:48
i'm not sure, but i think buttons always have to move at least 1 unit (or less than 1). so lip 31.999 might work...
of course, fifth's solution is much simpler. :)
 Buttons Fon't Have To Move At All. 32unit Square Button, 32 U Lip
#16069 posted by Qmaster [70.195.0.122] on 2016/02/26 22:30:50
 THANKS
#16070 posted by JohnisonBoa [186.105.93.85] on 2016/02/27 23:04:35
Lol, when I read the last messages the map was finally ended. Thanks to all yours I made a map for first time, was started hard, but all help Works to me.
When ended the game proyect, I think in help for a hard mapping trigger idea.
 How I Make A DEMO?...
#16071 posted by JohnisonBoa [186.105.93.85] on 2016/02/28 00:53:10
#16072 posted by ericw [108.173.17.134] on 2016/02/28 01:15:20
Enter: record mydemo in the console. Then load the map
#16073 posted by necros [172.98.67.75] on 2016/02/28 01:56:30
and then type stop in the console when you are done recording.
#16074 posted by JohnisonBoa [186.105.93.85] on 2016/02/28 03:16:39
deluxe!
 EXm1
#16075 posted by JohnisonBoa [200.28.180.159] on 2016/02/29 21:13:58
in e2m1 and e3m1 of quake appears the key card, how I get it on TB editor?
#16076 posted by metlslime [159.153.4.50] on 2016/02/29 21:38:20
set "worldtype" in the level properties, that controls the style of keys that appear.
Can't remember if it is 1 or 2 for tech style keys
 It's 2
#16077 posted by DeeDoubleU [37.229.208.87] on 2016/02/29 22:23:52
 Jackhammer?
#16078 posted by Hipshot [94.137.102.38] on 2016/03/01 01:21:50
Once every year I keep coming back for some Q1 mapping, testing new or old things =D
Anyone used Jackhammer, or well, ofc someone have, but anyone use it "default" instead of something else?
#16079 posted by FifthElephant [86.4.213.148] on 2016/03/01 01:36:59
A lot of people are using Jackhammer these days. Daz, Ionous, PuLSaR to name a few...
Most people are using it as a replacement for WorldCraft.
#16080 posted by necros [172.98.67.74] on 2016/03/01 02:04:19
out of curiosity, how many people are using radiant now? i know some radiant users moved over to TB. I wonder if it's about split evenly now?
 Radiant1.5.0
#16081 posted by madfox [84.84.178.104] on 2016/03/01 03:16:16
Pretty sharp brushes, but dark viewport.
Never could make the setup to qbsp though.
^v^
 GTKRadiant 1.6.0
#16082 posted by DeeDoubleU [37.229.208.87] on 2016/03/01 09:25:44
Used it for everything, but vertex manipulation only works for simpler stuff (or maybe it is my hands "growing out of ass" as we say here).
Now using TB for complex rocks.
#16083 posted by Rick [75.65.153.192] on 2016/03/01 15:35:00
"Pretty sharp brushes, but dark viewport."
Yes, default is dark, but there is a gamma setting in Edit> Preferences> Display> Textures.
 +1 For Jackhammer
#16084 posted by Qmaster [70.195.64.194] on 2016/03/01 18:18:52
I only use Jackhammer currently.
 Jackhammer Vertex Manip
#16085 posted by Hipshot [94.137.102.38] on 2016/03/01 19:07:57
I wonder, I get corrupt brushes from even the simplest (I think) brush manipulation, like trying to create a cliff side or such, is this a fault in the program or the compile tools perhaps?
 Hipshot
#16086 posted by Kinn [213.152.182.38] on 2016/03/01 19:11:11
It's a bug (feature?) left from WorldCraft - basically there is no brush validation when manipulating verts, so it lets you create rubbish.
However, I believe JH has an option somewhere to enable brush validation, which should prevent this. (I don't use JH so haven't tried it myself).
 Noob Map Maker Needs Some Help.
#16087 posted by SpecialBomb [24.145.128.172] on 2016/03/02 01:01:04
So, I just started using TrenchBroom to make maps. It worked out fine, but I'm having an issue with my map from my server. My pc loads textures fine, but my laptop shows textureless. The error given says that I need a miptex lump. What is it, and how can I add this file to my server?
Thanks
#16088 posted by metlslime [159.153.4.50] on 2016/03/02 01:43:22
are the textures in the bsp or are they replacement (.TGA) textures?
#16089 posted by SpecialBomb [24.145.128.172] on 2016/03/02 02:02:23
I don't know. I was able to extract the textures from the BSP though, so probably.
#16090 posted by SpecialBomb [24.145.128.172] on 2016/03/02 02:45:01
does the source of my textures matter?
#16091 posted by SpecialBomb [24.145.128.172] on 2016/03/02 02:49:02
Also, here is the output of my bsp compiler
------ FinishBSPFile ------
WriteBSPFile: maps\bigroom.bsp
94 planes 1880
522 vertexes 6264
116 nodes 2784
17 texinfo 680
366 faces 7320
603 clipnodes 4824
56 leafs 1568
398 marksurfaces 796
1820 surfedges 7280
911 edges 3644
0 textures 0
lightdata 0
visdata 0
entdata 1965
The textures says 0, so idk what is going on there.
 Gonna Need Way More Than That.
#16092 posted by necros [172.98.67.99] on 2016/03/02 02:57:08
what is your set up (where are your files, .map, .wad)
what compilers?
what is in the 'wad' key's value in the worldspawn of the map?
#16093 posted by SpecialBomb [24.145.128.172] on 2016/03/02 03:12:44
So, the only compiler I'm using is TxQBSP. I don't know if I need other things. My .wad file was ripped from quake, and I put it directly into the maps folder (id1\maps\textures.wad). I don't know how to respond to your last question.
#16094 posted by SpecialBomb [24.145.128.172] on 2016/03/02 03:14:21
My .map file is moved into the same directory as the compiler also (compilerfiles/maps/map.map)
#16095 posted by ericw [108.173.17.134] on 2016/03/02 03:21:14
The .map file needs a list of the wads used so the compiler can find them and embed the textures in the bsp.
Add a key/value to worldspawn:
"wad" "textures.wad"
and make sure textures.wad is in the same directory as the .map when you compile it. That should fix the "0 textures 0" message.
If you have .tga replacement textures installed on the system where the map was displaying textures, that would explain why.
#16096 posted by necros [172.98.67.99] on 2016/03/02 03:23:31
for the last question, in TB, select any non-entity brush and then look at the keys in the list and look for the 'wad' key, then paste what is there here.
but most likely, judging from where you said the wad file is, the wad file is in the wrong folder.
with quake, the textures are baked into the bsp file when compiling, and you don't place the wad file in the map folder.
the .wad file must be placed in the same path as specified in the wad key.
so if the wad key says "gfx\quake.wad"
that means your quake.wad file must be in a path relative to the .map file.
so say you had:
c:\work\level.map
your wad file would need to be in:
c:\work\gfx\quake.wad
#16097 posted by SpecialBomb [24.145.128.172] on 2016/03/02 03:37:05
Thanks a lot! The map worked when I put it on my server, and when I tested it locally. I use darkplaces, so maps will auto download when a client joins. Idk if classic Quake was like that though.
Anyway, thanks again!
#16098 posted by metlslime [159.153.4.50] on 2016/03/02 23:29:00
this is interesting... so he had external textures installed which masked the fact that the bsp had no textures inside when played in a local game, but when downloading from a qw server the textures aren't loaded by the client? Does a bsp with no textures still have the proper texture names? Does a downloaded map have different behavior for loading external textures?
Anyway this is a novel way for a new mapper to be confused.
 Well, It's Done!
#16099 posted by SpecialBomb [24.145.128.172] on 2016/03/03 02:53:13
So, I made my map. I have no idea how good it is, as it was designed for about 2-4 players, and played with someone once. When I played with my friend, we had lots of fun! I'm going to submit it here so you guys can try it out and tell me if anything is wrong with it. (Yes, I know the texture alignment is fucked up).
http://www.mediafire.com/download/bd0bwru0s8ivggr/dm_vertig.bsp
#16100 posted by SpecialBomb [24.145.128.172] on 2016/03/03 02:58:52
Also, I don't have any light sources in the map right now. You might have to turn some lighting effects off to actually see what you're doing.
 Specialbomb
#16101 posted by FifthElephant [86.4.213.148] on 2016/03/03 14:05:21
texture alignment is the least of your worries. Definitely need to add lighting. I like that you went with the blue theme, it's not seen often.
The map is basically a single room. Nothing wrong with a central atrium, especially as your first map, but the map isn't too much fun IMO. There's no 'down-time' and it's hard to gain a footing. You need to think about a couple of ways at getting up to the top. I would suggest that the 'corridors' that you spawn in on the bottom floor are fleshed out a bit more and that you can get to the next floor up safely through these corridors.
I found myself kind of blasting rockets from the corridors as a tactic because the central atrium is straight up death.
 Specialbomb
#16102 posted by Kinn [86.143.78.151] on 2016/03/03 14:18:37
Also the map is basically symmetrical. Not just on one axis, but on two axes.
Symmetry makes the environment more homogeneous and boring, and makes it hard for the player to orient himself.
 Kinn
#16103 posted by SpecialBomb [128.146.17.130] on 2016/03/03 17:47:10
Thanks for the feedback. I understand why you gripe about the symmetry of the map, but I do it to keep things completly balenced between all players. I think this is a con on a small map like mine, but larger symetrical maps work great in my opinion. Orentation should not be that much of a problem, I had no trouble with that (well, I designed it, so that may just be me.) I understand the footing problem though, the second floor is fine, because it has a wall you can hug onto, but the very top is difficult to travel on. Im thinking of just filling in the top floor, leaving a hole to get to the quad damage. I also agree with the corridors, because someone can easily camp them, so I may want to just open them up completly. My idea of getting to the top floor safely were those little ramps, they are not asthetic. Anyway, thanks for the response!
 Kinn
#16104 posted by SpecialBomb [128.146.17.130] on 2016/03/03 17:51:30
Also, how good was it for my very first map?
 Kinn, Note
#16105 posted by SpecialBomb [128.146.17.130] on 2016/03/03 18:00:52
Just realized that I was explaining my ramps wrong. When I was typing that last response, I realized that I was thinking of the ramps in the wrong direction. The player has to take more time to go around the ramp and go up it, rather than just going up it. I'm going to fix that.
 Well
#16106 posted by Kinn [86.143.78.151] on 2016/03/03 18:05:01
I'm not gonna sugar-coat it, it's definitely a "my first map" kind of first map :)
I am not a DM mapper, but to improve I would study existing, well-regarded DM maps to learn about things such as layout, scale and connectivity. Also pick the brains of DM mappers on this board.
Don't get carried away with trying to make things pretty yet! First you want to nail down the layout and make it fun to play before you spend ages trying to do fancy brushwork and nice lighting.
/imo
 Kinn
#16107 posted by SpecialBomb [128.146.17.130] on 2016/03/03 18:52:50
TBH, I made this map when it was pretty late XD. I made the mistake of texturing every object I made when I was making it, making it difficult to test. Thanks again!
 Wow
#16108 posted by spy [89.218.137.118] on 2016/03/03 19:27:02
 Spy
#16109 posted by SpecialBomb [128.146.17.130] on 2016/03/03 20:05:24
Lol, I know it looks terrible. For some reason, my pc makes it look alright. And thanks for the "dm_" tip.
 Spy
#16110 posted by SpecialBomb [128.146.17.130] on 2016/03/03 20:09:40
Also, the main reason why it looks so bad is that the wall texture I used is way too bright, so I am going to swap it with something darker. Really loving all this feedback!
#16111 posted by spy [89.218.137.118] on 2016/03/03 20:13:57
>>Lol, I know it looks terrible. For some reason, my pc makes it look alright
i'm not about the actual (distorted, fov 150 there) view of the map
but overall, the map is too small for dueling, and theres to many useless items (two RA and 2 GA) sitting next to each other and so
 Spy
#16112 posted by SpecialBomb [128.146.17.130] on 2016/03/03 20:23:21
Ty again, I thought the RA and GA being right next to each other was a little funny after looking at it again. I don't know if I can make the map bigger though, it would take more work than what it's worth. It handled four players just fine though, and I dueled on it too; it worked pretty well. Honestly, I think larger maps are worse for dueling in the fact that you have to take forever to find your opponent. But, that is assuming that the map is not wide open.
 SpecialBomb
#16113 posted by spy [89.218.137.118] on 2016/03/03 20:24:24
If you gonna make a propper dm map, i would suggest you to check the map series by Frib efdm3-12
for inspiration, and pkeg1(fribdev1) especially
 DM Maps
#16114 posted by FifthElephant [86.4.213.148] on 2016/03/03 20:38:08
Check out this database and play a few of the top ones to get an idea and feel of good DM maps -
http://mpqarchive.pauked.com/
 For Q1 DM
#16115 posted by SleepwalkR [87.146.48.161] on 2016/03/03 20:46:18
You need to study the works of headshot, danimal, ztn, retinal, mr fribbles, escher - those guys made some amazing stuff and always put a lot of effort into making sure the maps play great. Not that there aren't other great DM mappers, but these guys kind of got the ball rolling back then.
#16116 posted by Johnny Law [4.16.194.34] on 2016/03/03 23:21:03
+1 to both posts above me.
Also see https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/
which is an outstanding collection of brief DM map info/opinions.
But also just generally, good on ya for getting your mapping ball rolling.
 P.S.
#16117 posted by Johnny Law [4.16.194.34] on 2016/03/03 23:22:14
In case it's not obvious, that doc has multiple tabs. You might find the "About" tab to have some interesting bits, but be sure to flip over to the "DM Map Database" tab.
 Thanks For All Of The Refs! But...
#16118 posted by SpecialBomb [24.145.128.172] on 2016/03/03 23:56:51
How the hell do I make a elevator in this thing?
#16119 posted by FifthElephant [86.4.213.148] on 2016/03/04 00:25:35
You can make them with both the func_plat and func_door brush entity.
Fun_plat is fairly straight forward, you make your moving platform and enter "height" as a key with a number signifying how far the platform will travel upwards.
func_door is a little more complicated, you set the angle of the brush as either -1 or -2 depending on whether you set the brush to move up or down. Also it's a good idea to have the platform have a column reaching to the floor so it moves the distance that you need it to. You can change where it stops or starts using the "lip" key.
 FifthElephant
#16120 posted by SpecialBomb [24.145.128.172] on 2016/03/04 01:42:29
So, is there any trigger I need to set up here, or does the elevator work when the player touches it?
Nice name btw
 Oops
#16121 posted by madfox [84.84.178.104] on 2016/03/04 01:59:27
My entity shoots wrong shells!
HostError: Cl_parceserver message: bad server message
 Specialbomb
#16122 posted by FifthElephant [86.4.213.148] on 2016/03/04 02:01:55
It works when the player stands on it
 Nevermind
#16123 posted by madfox [84.84.178.104] on 2016/03/04 02:29:30
omitting TE_LIGHTNING1 in WriteByte.
 Yet Another Question
#16124 posted by SpecialBomb [24.145.128.172] on 2016/03/04 02:56:43
How do I make a wall clipable? As in a wall that I can walk and jump through.
#16125 posted by adib [177.17.43.229] on 2016/03/04 03:08:47
Turn it into a func_illusionary
 Adlib
#16126 posted by SpecialBomb [24.145.128.172] on 2016/03/04 03:18:18
ty
 Vertig2 - Now With More Effort!
#16127 posted by SpecialBomb [24.145.128.172] on 2016/03/04 04:29:26
So, from the stuff you guys told me, I worked on my old map, dm_vertig, a lot more to make sure it was in working order. I did not fix issues like map size, as it is staying the way it is. I fixed an issue where people spawning in corridor could not get to the next floor safely. I did this by adding elevators. I increased mobility when rocket jumping to each floor. I did this by widening the gaps for the floor entrances, so that way you do not need to take time lining yourself up. I also made the map look aesthetically better, by adding curved surfaces and changing the textures to something more bearable than the last map. Items were also replaced, with armor types being separate from each other. The final thing I did here was add lighting, but be warned, it's super shitty. I might just ask someone to do it for me.
One major problem with the map is that if you do not own the full game, textures are invisible, therefore making the whole map invisible. I may add a compatibility map that uses textures from the Quake demo to fix this. Then there's the corridor camping thing, just look a bit back in the thread to see what that was.
Well, anyway, if you want the map, here it is:
http://www.mediafire.com/download/phdewcpceo9mnh8/vertig2.bsp
 Wait, Use This Link.
#16128 posted by SpecialBomb [24.145.128.172] on 2016/03/04 04:41:32
#16129 posted by FifthElephant [213.205.253.161] on 2016/03/04 16:29:28
Will try later.
Ps, nothing wrong with having dm in the file name. Makes life easier imo
 FifthElephant
#16130 posted by SpecialBomb [128.146.17.130] on 2016/03/04 16:47:40
Thanks! It's still not perfect, but it's a lot better than dm_vertig.
 Dm-
#16131 posted by adib [200.217.4.26] on 2016/03/04 17:13:29
I found problems naming a level dm-something or dm_something amont QuakeWorld people. A server didn't like "-", others complained about "_", so on.
QW would benefit from some QuakeSpasmWorld, giving some love to the code. Downloading .lit files, for example.
 Demo
#16132 posted by spy [89.218.137.118] on 2016/03/04 17:17:18
 Specialbomb
#16133 posted by FifthElephant [86.4.213.148] on 2016/03/05 00:45:46
It's certainly an improvement. I would probably have a play around with lighting now, an unlit map is never good. Get a good feel of what works and what doesnt.
#16134 posted by Rick [75.65.153.192] on 2016/03/05 01:51:48
When first starting a map I usually just use one or two basic wall textures, one ceiling, and one floor.
I always place some basic lights from the beginning, but just to get a feel for how things look. They'll get adjusted and tweaked plenty as the map progresses, and many more will be added.
I never work on a map that has leaks or other compile errors. Any problems must be fixed first.
 Thanks, But I Have A Huge Issue(s).
#16135 posted by SpecialBomb [24.145.128.172] on 2016/03/05 02:04:43
The texture tip was great Rick, so thanks for that. The main problem is that I have no idea how to use lights in Quake. DP has something about RT Lightmaps, and there is that light entity in trenchbroom. I have no idea how to use any of these things, so if someone could explain it, that would be nice. Another problem with lighting is that I have to compile the map before I can actually see how the light turns out. One last thing: I've noticed these key things for entities, and I would like to know them so I can use entities effectively. If someone could link me a list or something, that would be awesome.
 Also, Lingo
#16136 posted by SpecialBomb [24.145.128.172] on 2016/03/05 02:08:09
I have no idea what leaks are, and I'm pretty sure there is much more to learn than that.
 Light Keys And Using Lights
#16137 posted by necros [172.98.67.87] on 2016/03/05 02:16:32
http://shoresofnis.com/post.php?postID=2
i should update it as it's still referencing aguirre's light util, but that one is actually pretty outdated now (although still very usable). you'll probably be using tyrann's new light with all the bells and whistles (see here: http://ericwa.github.io/tyrutils-ericw/ for keys and other things specific to tyr light)
unfortunately, yes, because of the way lights are you'll just have to get used to the numbers.
usually the easiest way is to make one light, tweak the values until you're happy (by compiling and viewing in the engine). once you have a light you like, you just copy and paste it into all spots that have that kind of light. eventually you end up with a 'palette' of lights, maybe 3 or 4 main types for different things that you use over and over in the map.
 Is There An Editor That Can Make Lighting Easier?
#16138 posted by SpecialBomb [24.145.128.172] on 2016/03/05 06:28:50
I like to use trenchbroom, but I think I would want to use a second level editor that has light rendering built into the editor, kinda like the UE3 engine. Maybe blender is an option, as I have seen people using that.
 Also, Best Map Testing Engine?
#16139 posted by SpecialBomb [24.145.128.172] on 2016/03/05 06:35:16
Some may have noticed that I use DarkPlaces, and the only main reason I use it is because it has it's own package in Ubuntu Linux, so I use it often on my Windows PC as well as on my Linux laptop. The reason I ask this is because DP can be a little dramatic with it's lighting effects, so is there a better engine that I should use test maps overall?
#16140 posted by adib [177.41.21.213] on 2016/03/05 07:09:33
About lighting, no, there's no such thing. Quake lighting couldn't allow it. About engines, Fitzquake Mark V or Quakespasm are modern engines faithful to the original Quake. You should map for them.
 Specialbomb
#16141 posted by FifthElephant [86.4.213.148] on 2016/03/05 11:16:59
To add lighting to your map it's just a case of putting the light entities in there. There are additional features which increase/decrease the range of the lighting and there are different styles which add flickering effects too.
DP is probably not the best engine to test with unless you default back to normal lighting rather than real-time. RT lighting is something you can do once your map is finished and needs to be done within dark places itself.
 Specialbomb
#16142 posted by total_newbie [178.5.229.118] on 2016/03/05 12:05:52
I'm pretty sure Quakespasm is also in the Ubuntu repositories, listed as "Quake". It wouldn't be the latest version, but should be just as easy to install as DarkPlaces.
Installing the latest version is trickier if you're not used to building programmes from source, but it's also doable.
 Quakespasm's Pretty Good!
#16143 posted by SpecialBomb [24.145.128.172] on 2016/03/05 22:29:57
It really does look like original Quake! Well, besides the texture blending. I also figured out how to use the vis and light tools, and now I understand how I'm supposed to add and place lights. EricW's tools are a little advanced for me though, I have no idea what all of these features do.
 About Lighting
#16144 posted by DeeDoubleU [37.229.208.87] on 2016/03/05 22:40:28
At least editor can show true attenuation start/end circles. I'd guess most (if not all) editors atm only take "light" key into account and ignore "wait" and "delay".
#16145 posted by Kinn [82.132.245.106] on 2016/03/05 23:00:37
It really does look like original Quake! Well, besides the texture blending.
Gah! You need to enable crunchy pixels. I'm in the pub right now slapping ales down me neck so can't remember the command, but can a charitable gent do the honours, please?
 Gl_texturemode 3
#16146 posted by ericw [108.173.17.134] on 2016/03/05 23:06:07
#16147 posted by onetruepurple [78.88.28.122] on 2016/03/05 23:06:19
gl_texturemode gl_nearest
or (smoother)
gl_texturemode gl_nearest_mipmap_nearest
or (why would you do this)
gl_texturemode gl_nearest_mipmap_linear
 How
#16148 posted by madfox [84.84.178.104] on 2016/03/05 23:17:32
to avoid it?
"sound ogre : ogridl.wav not looped"
"SV_Startsound not precached"
 Ericw, Some Help?
#16149 posted by SpecialBomb [24.145.128.172] on 2016/03/05 23:49:21
You are the legendary quake modder, so I'm assuming I can get some free tips from a god (What do you want sacrificed?)
 I Need To Do My Fucking Homework
#16150 posted by SpecialBomb [24.145.128.172] on 2016/03/05 23:59:29
Just realized this. I'm so fucking dead.
 Specialbomb
#16151 posted by FifthElephant [86.4.213.148] on 2016/03/06 01:01:43
You don't need all the fancy features of the light tool to make a great map. The original maps were made just using the lights as they are.
The most important key for lights is "light" which allows you to set the brightness of the light.
 FifthElephant
#16152 posted by SpecialBomb [24.145.128.172] on 2016/03/06 01:42:53
But why light? I honestly think a DM map would be more effective if all places are equally lit, so that way you can easily see all places. I get the aesthetics, but not the effectiveness.
 Clear Map
#16153 posted by madfox [84.84.178.104] on 2016/03/06 01:49:39
Noone forces you to make a map without light.
It can be a good way for improving your level on texture alignment.
Only take care to give it the vis-test level 4.
There were times I didn't map and I was more home at work.
:P
 Specialbomb
#16154 posted by FifthElephant [86.4.213.148] on 2016/03/06 02:11:54
There's nothing stopping you from making a map that's bright. But no-one wants to play a full-bright unlit map. It looks ugly and would make you look like a lazy mapper.
At the end of the day it's your map, I would suggest making it lit because people will (quite rightly) moan. :P
 Just Throw In Some Lights
#16155 posted by Bloughsburgh [73.214.214.192] on 2016/03/06 02:38:17
If you, at the time, do not care for lighting then just try something like this for your current map:
-------
Light
Key Value
light 450
delay 5
-------
Then just place them around the map, if you don't want many dark places then place many. It will look better than full bright and it will also be moderately equally lit.
#16156 posted by FifthElephant [86.4.213.148] on 2016/03/06 02:41:29
Also use _dirt 1 on your worldspawn. That way you at least have a little definition in your fullbright map
 FifthElephant
#16157 posted by SpecialBomb [24.145.128.172] on 2016/03/06 03:13:52
Alright, I see. I just ran it through light, so I'll post it later. Super lazy right now.
 Oh, Wait 0_0
#16158 posted by SpecialBomb [24.145.128.172] on 2016/03/06 03:16:14
I just refreshed, so I have not done anything you guys said. Lol, I have time tomorrow to do it.
 SpecialBomb
#16159 posted by DeeDoubleU [37.229.208.87] on 2016/03/06 08:47:46
Fullbright map messes with my depth perception.
#16160 posted by Rick [75.65.153.192] on 2016/03/06 12:43:40
Outdoors can have light coming from the sky, but indoor areas look better if most of the light comes from an obvious source.
The various flame/torch models actually have a "light" key The source could be a light fixture made from brushes or one that is part of a texture. Windows and lava also make good light sources.
Even with a source, you will usually have to add additional light entities for fill and to simulate light bouncing off walls.
Good lighting is hard work.
 To My Level 1
#16161 posted by JohnisonBoa [186.105.102.81] on 2016/03/06 18:47:15
How I make walk to a monster?
 Do You Mean A Walking Monster?
#16162 posted by Bloughsburgh [73.214.214.192] on 2016/03/06 19:17:03
Check this link:
https://quakewiki.org/wiki/path_corner
Also,it could be beneficial for you to look over some of the articles there.
 Ok
#16163 posted by JohnisonBoa [186.105.102.81] on 2016/03/06 19:52:48
 Testing Problem
#16164 posted by JohnisonBoa [186.105.102.81] on 2016/03/06 21:05:10
 Quakespasm
#16165 posted by DeeDoubleU [37.229.208.87] on 2016/03/06 21:31:41
 Snow
#16166 posted by lth [109.157.177.226] on 2016/03/06 23:07:51
Anyone recommend somewhere I can pick up some snow/snowy rock textures for Q1 + Worldcraft? I'm a bit behind the times. Ta.
 Runewad
#16167 posted by madfox [84.84.178.104] on 2016/03/07 03:14:20
There is a Rune.wad on Quaddicted with some ice and snow.
I think there are more.., daikantan.wad
 Ogro As Well
#16168 posted by ijed [200.73.66.2] on 2016/03/07 12:38:49
#16169 posted by Kinn [86.154.183.77] on 2016/03/07 12:45:07
MFX used some decent looking snow/snowy rock textures (considering the quake palette is rather poor for that sort of thing) - in the IKWhite map jam - I can't remember which jam number that was, nor do I know the source for those textures.
#16170 posted by necros [64.233.172.241] on 2016/03/07 13:16:05
Ruins has some snowy rocks I made by photoshopping some doom 3 Mars textures..
#16171 posted by lth [109.157.177.226] on 2016/03/07 15:11:09
Thanks guys.
 List Of Keys And Entities?
#16172 posted by SpecialBomb [128.146.17.130] on 2016/03/07 17:25:56
I would like to see a list of keys and entities, because I'd like to learn to make doors and all of that fun stuff.
 SpecialBomb
#16173 posted by Kinn [86.154.183.77] on 2016/03/07 18:05:05
all that shizzle should be in the quake wiki (in theory) https://quakewiki.org/
#16174 posted by Kinn [86.154.183.77] on 2016/03/07 18:28:06
ok I looked and that wiki is very incomplete.
tbh, I learned everything by looking at the game code in the QuakeC files, which isn't an ideal option for everyone.
Your editor should have an entities .def file or .fgd somewhere which contains all the entity keys and "should" have text descriptions of what everything does.
What editor are you using?
#16175 posted by total_newbie [178.5.229.118] on 2016/03/07 18:47:08
The old "The Forge" site linked from the Mapping Tutorials page on the Quake wiki used to have a semi-comprehensive entities list, but I see that's no longer accessible (you can get as far as the list of entities, but the descriptions are all dead). That used to be my go-to resource...
#16176 posted by Spirit [141.0.12.144] on 2016/03/07 18:57:08
ok I looked and that wiki is very incomplete.
You can change that
 Yeah Put A Link To The Forge
#16177 posted by ijed [200.73.66.2] on 2016/03/07 19:47:41
#16178 posted by Rick [75.65.153.192] on 2016/03/07 20:44:36
The old BSP editor site is still up and has some tutorials.
http://www.bspquakeeditor.com/tutorials.php
 Kinn
#16179 posted by SpecialBomb [24.145.128.172] on 2016/03/07 23:03:51
TrenchBroom
Yeah, the Wiki is super incomplete, but I think it has what I need besides how doors work (not doors in vertig, that would be insane).
 Also, About Vertig's Ligting...
#16180 posted by SpecialBomb [24.145.128.172] on 2016/03/07 23:08:09
I think I'm just gonna fullbright it with _dirt like FifthElphant said, I think it's a little to complex for me at the moment to carefully light the map. Maybe my next map will be fully lit, I just don't have time right now :/
 The Final Version Of Vertig
#16181 posted by SpecialBomb [24.145.128.172] on 2016/03/08 00:37:50
Well, I guess it's done! I made some adjustments, like adding more spawns to keep things distributed, and changing around some items. I added dirtdepth (1024) to give it some darkness, and to keep it from being fullbright. This is all I am doing with vertig, and I am moving (I should say going to move) to a different map idea.
Map:
http://www.mediafire.com/download/ct5yza6iyaurh5c/vertig.bsp
Me traversing the map (recorded in Quakespasm):
http://www.mediafire.com/download/m87686884veu5pr/vertig.dem
 SpecialBomb
#16182 posted by Bloughsburgh [75.151.243.225] on 2016/03/08 12:46:35
For your first map, that's a really good effort. You listened to some criticism and made some changes for the better. Nice going!
Anything looks better than fullbright (Even total darkness!)
Moving on to different map ideas AFTER you have completed the current project is the way to be. Starting a map is one thing, but finishing one is another thing entirely.
#16183 posted by Rick [75.65.153.192] on 2016/03/08 12:58:58
I looked at it. Is it supposed to be played in near total darkness? I don't really see how that would be fun.
You can't really say it's "done" until it's lit. The map is not that big or complicated. It wouldn't take more than a hour to light it adequately enough for what it is and it would be a major improvement.
 Bah, Why Not?
#16184 posted by SpecialBomb [128.146.17.130] on 2016/03/08 13:39:25
Guess I'll just try and light it for the fourth time. I already posted the map on Quaddicted, bet if I check there again I'm gonna have people yelling at me. Lazy-switch is off tonight.
 My Next Map Isn't DM Either, Btw
#16185 posted by SpecialBomb [128.146.17.130] on 2016/03/08 13:46:47
The map I'm working on now is a singleplayer map, and it's more of a test for all of the entities available (doors, monsters, etc.), and I'm not posting it. I'm 100% sure it's not going to be special. Plus I'm going to try and light it correctly so that way I can practice up on it. I slept on a good idea for a DM map, but I forgot what it was.
 Always A Place For Criticism
#16186 posted by Bloughsburgh [75.151.243.225] on 2016/03/08 13:53:14
Exciting to hear about a single player map! I can fully understand not posting it as in that regard, I technically have 9 maps under my belt but every one was me learning.
However I implore you to take advantage of the Screenshots and Betas thread and post the map there...there you can receive technical advice/criticism but avoid a full blown public release. I know I plan on doing that first before publicly releasing my first map.
 Bloughsburgh
#16187 posted by SpecialBomb [128.146.17.130] on 2016/03/08 14:47:41
Thanks for that! As a complete n00b, I really have no idea how to publish maps, so now I know to put screenshots and stuff there before posting all over the place. Apparently, Kinn is super famous, so I should check out his maps since he has patiently looked at mine and helped me out here. Drop a link to yours as well :)
 UT Like Jump Pad In Quake Using Func_push?
#16188 posted by SpecialBomb [24.145.128.172] on 2016/03/09 02:11:15
I was wondering if it would be possible to make a UT like jump pad in Quake, because my current experiments say no.
 Angles
#16189 posted by Bloughsburgh [73.214.214.192] on 2016/03/09 02:32:07
I believe the angles (with an s) key can allow for diaognal pushing.
 Ah, Thanks
#16190 posted by SpecialBomb [24.145.128.172] on 2016/03/09 02:37:52
I just got trigger_push working, and I didn't set the speed. Boy, that scared the SHIT outta me when I tested it.
 Angles Didn't Work...
#16191 posted by SpecialBomb [24.145.128.172] on 2016/03/09 02:50:59
For some reason, I can't make push go in a specific angle, just 90 degrees up and down, and full rotation going around. So, yeah.
 Try Something Like
#16192 posted by Bloughsburgh [73.214.214.192] on 2016/03/09 03:07:48
angles 90 45
You have to specify more than one direction when using the angles key. In Quakespasm...to really get exact, you can play the map and in the console type: r_pos 1
This will give you constant location data of your player including viewing angle. Have your player face the direction where you want the push to go and record the values labeled Pitch Yaw Roll. For your requirements, you are looking for Pitch and Yaw values.
At least I think this is how it works. :p
 You're Right
#16193 posted by SpecialBomb [24.145.128.172] on 2016/03/09 07:18:40
That's what I did, but more
angles 90 85
It failed to launch me into the air, and looked like it was trying to accelerate me into the ground.
 Try
#16194 posted by DeeDoubleU [134.249.210.88] on 2016/03/09 08:57:34
angles -15 45 0
if you want it to push you up, first value should be negative (-90 straight up, 90 straight down)
 That's Right
#16195 posted by Bloughsburgh [75.151.243.225] on 2016/03/09 12:18:00
I looked back at the one time I used the angles key for a trigger_push and the pitch should be negative for upwards motions...DeeDoubleU has it right.
I still recommend using r_pos 1 (or viewpos) to get the exact desired "push" you are looking for! ;)
 Thanks, Botha Ya!
#16196 posted by SpecialBomb [128.146.17.130] on 2016/03/09 13:44:22
Now all I have to do is calculate (aka experiment) how much force (speed) I need to go 64 units up plus the angle. Make it triggerable with a floor button, and bang. Jump pad!
 Confused
#16197 posted by JohnisonBoa [186.105.108.39] on 2016/03/09 23:22:12
I use a trigger_once for a func_door or plat elevator able one time? triggered by a button
 JohnisonBoa
#16198 posted by SpecialBomb [24.145.128.172] on 2016/03/09 23:57:21
So, what I think you are asking is how to press a button once, and it will trigger only once. To do that, add this in keys/values of the button:
time -1
What time does is after you press the button, it will stay depress for x amount of time before being repressable. Setting time to -1 just means for the button to stay indented after pressed.
#16199 posted by necros [172.98.67.46] on 2016/03/09 23:58:10
in a way, it's too bad everyone is using only hammer and tb these days. both those editors do not display the old school entity descriptions like radiant did and that is a much easier way to learn the stuff. :(
Plats are always drawn in the
extended position, so they will
light correctly.
If the plat is the target of another
trigger or button, it will start out
disabled in the extended position
until it is triggered, when it will lower
and become a normal plat.
Flags:
"plat_low_trigger"
plat will only be triggered when in
lowered position
Keys:
"speed"
moving speed, default is 150
"height"
determines the amount the plat
moves, instead of being implicitly
determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
so a trigger_once in this case would unlock and lower a plat and then the plat would work as normal.
 SpecialBomb
#16200 posted by DeeDoubleU [134.249.210.88] on 2016/03/10 00:11:12
I believe you meant "wait" key.
 Necros
#16201 posted by SpecialBomb [24.145.128.172] on 2016/03/10 00:44:17
What editor are you using? I'm interested...
 Yep, Whoops
#16202 posted by SpecialBomb [24.145.128.172] on 2016/03/10 00:45:39
 Ok To All
#16203 posted by JohnisonBoa [186.105.108.39] on 2016/03/10 01:02:38
I get try
#16204 posted by necros [172.98.67.46] on 2016/03/10 01:55:09
i use tb now, but i used to use qeradiant for many years, then a version of radiant sikkpin had worked on. radiant doesn't have those 'smart' keys, instead it just displays the text left by the developers and you would have to manually add in the key names. it was a bit more work, but you would learn how the entity behaved a lot faster.
of course, radiant, as an editor isn't as fun to use as tb. and it's not hammer either. if you want to give radiant a spin, netradiant 1.5 is the one that is still being worked on.
 Well, SleepWalkeR Is Already Making TB2...
#16205 posted by SpecialBomb [128.146.17.130] on 2016/03/11 17:47:17
Hopefully in his successor, he will add an entity list with keys and examples of values.
 It Already Does
#16206 posted by SleepwalkR [130.149.243.224] on 2016/03/11 19:33:12
TB2 shows you everything that's in the FGD file. It shows you all keys that have default values (in italics), and it shows you the descriptions (either in tooltips or in the text field below the property table).
 TB2
#16207 posted by JohnisonBoa [186.105.117.254] on 2016/03/11 20:51:19
keeps the brushing mode? I like the Smart brushing mode of TB
 I Don't Know What You Mean
#16208 posted by SleepwalkR [79.195.5.163] on 2016/03/11 23:23:54
By smart brushing?
#16209 posted by Johnny Law [4.16.194.34] on 2016/03/12 00:06:51
30 seconds per quadrant, soft bristles, don't forget to floss.
 Lol
#16210 posted by JohnisonBoa [186.105.117.254] on 2016/03/12 00:47:02
srry, easy brush grid
 Haha! Johnny Law
#16211 posted by Bloughsburgh [73.214.214.192] on 2016/03/12 01:50:18
 Easy Brush Grid?!?
#16212 posted by SleepwalkR [87.146.56.140] on 2016/03/12 07:31:58
 The Goods Of TB
#16213 posted by JohnisonBoa [186.107.73.212] on 2016/03/13 15:12:57
 Qbsp & Item Problem
#16214 posted by JohnisonBoa [186.107.73.212] on 2016/03/13 15:42:36
 Johnison
#16215 posted by madfox [84.84.178.104] on 2016/03/13 17:53:03
read
"No entities in empty space -- no filling performed"
Normally caused by not having at least one entity that is positioned far enough from solid brushes. Move one of the entities further away from all walls.
Don't care.
 Ok
#16216 posted by JohnisonBoa [186.107.73.212] on 2016/03/13 18:02:26
Aaaah...
 QBSP Doesn't Find The Texture WAD Found By Trenchbroom
#16217 posted by Gustavo6046 [179.178.30.227] on 2016/03/14 16:50:17
So, the map has as texture reference the text "id1\QUAKE101.WAD" and Trenchbroom did locate QUAKE101.WAD ok, but when I compile the map it says "Invalid WAD location in world model" or something like that.
This means my map will have no textures! And in fact... I tested it.... all checkerboard! At least the shaders worked, but it still looked *horrible*! I can't withstand a texture-less map!
Please! What do I do now? My compilers and the map files are located respectively in "Documents\My Quake One Maps\compilers" and "Documents\My Quake One Maps" respectively.
OS: Windows 10 64-bit, x64 architecture in 64-bit system
 Try Setting Absolute Path To WAD
#16218 posted by DeeDoubleU [37.229.217.197] on 2016/03/14 16:56:34
#16219 posted by necros [64.233.172.241] on 2016/03/14 16:56:42
That's a relative folder. The was has to be on that folder relative to where you are compiling from. I fond symlinks best for this.
#16220 posted by Gustavo6046 [179.178.30.227] on 2016/03/14 16:58:16
And how do I do symlinks? MKLINK?
 Nailgun Not Showing
#16221 posted by Gustavo6046 [179.178.30.227] on 2016/03/14 17:06:05
Along to this problem, I noticed the Nailgun is not showing in the secret pool I did, despite no warning showing in the compiler (other than that missing textures one). This is my first map.
I don't want to move my map folder to Darkplaces folder! That would make a mess !!
 It May Be Falling Out
#16222 posted by Bloughsburgh [75.151.243.225] on 2016/03/14 17:16:30
In the console type: developer 1
then load your map and check the console to check for any "fell out of level" messages.
It could be the bounding box of the nailgun is too close to another brush.
 Making Entities
#16223 posted by Gustavo6046 [179.178.30.227] on 2016/03/14 19:21:44
Thanks! What happened is that the bouding box of the nailgun didn't fit the pool (though the model did). I wish the bounding boxes of items were smaller ;_;
Btw, one last question, how do I make a entity from a BSP model? I mean, make a single lamp in TrenchBroom, compile only BSP then have a .bsp file used as model. What do I do to make it into a entity?
#16224 posted by necros [64.233.172.233] on 2016/03/14 20:40:31
Mklink /D newfolder old folder
That way you don't need copies of the files and can keep them all in one spot.
 Entity Limit..?
#16225 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 16:46:27
Hello again...
My map is considerably small, and has little entities, but it seems any other item_ entitites I put in the map aren't showing. Only item_ entities! Could this be kindly explained?
I checked for whether it was because their bounding box touched any brushes. [b]It wasn't.[/b]
 Forgotten Info
#16226 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 16:47:33
Oh, and before I forget, the previous item_ entities I put *does* show.
#16227 posted by Kinn [86.143.78.151] on 2016/03/15 16:54:56
In the console type: developer 1
then load your map and check the console to check for any error messages pertaining to these entities, and post the results here.
 FELL OFF WORLD
#16228 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 17:15:07
Four "Bonus item fell out of world" and a single monster appeared in the wall.
Well, in TrenchBroom at least it says the items are right there where they should so idk ._.
#16229 posted by Kinn [86.143.78.151] on 2016/03/15 17:27:28
Bookmark or save this, which explains error messages:
http://web.comhem.se/bjp/tooltips.txt
"walkmonster in wall at: x y z"
"Bonus item fell out of level at x y z"
This console warning is caused by having objects (monsters, weapons, ammo etc) too close to or even partly inside solid walls. The objects may also not be too close to each other, make sure their bounding boxes are separated...
Does that account for all the missing ents, or were there more?
 Check Bounding Boxes
#16230 posted by Bloughsburgh [75.151.243.225] on 2016/03/15 17:28:11
While those entities may not be beside other brushes, they may be overlapping with the floor. Raise the problematic entities by 8 units or so (Don't worry, the player won't know the difference!).
 Another Thing To Note
#16231 posted by Bloughsburgh [75.151.243.225] on 2016/03/15 17:30:35
I think TB (Only one I used) has incorrect Bboxes for some entities such as Quad damage and other artifacts.
Try to compensate for a powerup entity as the size of the player's bounding box. I think you may be confused because the Bbox is smaller than what the game actually thinks it is.
I ran into this problem when I was making my first few maps.
 Bloughsburgh
#16232 posted by Kinn [86.143.78.151] on 2016/03/15 17:32:14
That's gotta be a problem with the def/fgd file then right?
 Yes Kinn
#16233 posted by Bloughsburgh [75.151.243.225] on 2016/03/15 17:34:02
Yeah, I didn't want to triple post when I caught my mistype. I think the default supplied quake defs/fgd may have the incorrect size. I remember my Quad damage having a Bbox the size of the Quad itself (quite small) when in reality the guy wants a damn auditorium to be happy!
 Huh
#16234 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 18:00:53
So fart the only items that seem to disappear are the Ring of Shadows and the Invulnerability in GUSE1M1, though it seems OK in TrenchBroom 2: https://www.dropbox.com/s/1xps9uadk8vqkgh/guse1m1.map?raw=1
 Okay
#16235 posted by Bloughsburgh [75.151.243.225] on 2016/03/15 18:12:57
Took a quick look at your map.
Looks like the Ring of Shadows might a bit too close to the surrounding walls. To test, just place a ring out in the open before the secret door.
As for the pentagram, I can see why that is confusing as it looks like it has plenty of room. First thing to try is raise it...just raise to the middle of the room (don't move the light) it will drop down to the first solid brush it encounters. I am thinking it is too close to the floor.
 Not Working
#16236 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 19:33:09
I moved both the pentagram to the ceiling and the ring to outside the secret walkway, but none appear yet :(
Can you still identify the other bonus items that fall off the level? I can't find out any other items that disappear.
 I'd Have To Compile
#16237 posted by Bloughsburgh [75.151.243.225] on 2016/03/15 19:40:35
If nothing is solved, I'll load the map into my game when I get home.
As for the pentagram, if you moved it pressed to the ceiling then that could impose the same damage as having it pressed on the floor. Try the middle of the room...so there is plenty of space.
#16238 posted by negke [31.16.58.85] on 2016/03/15 19:42:00
All items have a bbox size of 32*32*64 - just like the player and the small monsters. Needs to be at least four units away from walls and ceilings!
 Correction
#16239 posted by negke [31.16.58.85] on 2016/03/15 19:49:38
Height is 56 units.
 Thanks!
#16240 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 19:51:25
Using the metrics kegke shared, I could have both the Penta and the Ring showing. Thank you very much! :)
PS(Offtopic): I only wish the Scragg had a melee animation by spiking the player with it's spikes, and if the player is behind it, poisoning him with the tail/whatever it's called.
Don't care with this Offtopic if you don't want to :)
 Protip
#16241 posted by negke [31.16.58.85] on 2016/03/15 19:57:59
Type "developer 1" in the console before loading the map. Then you'll see warning messages (along with coordinates) if items fall out of the map or monsters are stuck inside geometry.
 Got The Tip
#16242 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 20:08:48
But, what did you guys think of the map?
 Nice Effort
#16243 posted by Bloughsburgh [73.214.214.192] on 2016/03/15 20:25:45
I like the effect of the dirty water flowing down the cracked floor.
To have the message about exiting not cut off add "\n" in your message to start a new line.
Keep developing concepts and general design...you are heading in the right direction!
 Thanks!
#16244 posted by Gustavo6046 [179.178.30.227] on 2016/03/15 20:34:14
I guess it's because I have a bit of previous mapping experience with UnrealEd (failed due to BSP errors, which Quake doesn't has) and Doom.
 Help! Cage And Trap Not Opening!
#16245 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 17:48:40
Welp, the story is as follows.
I decided to continue GUSE1M1 with the map GUSE1M2 (dur) ( https://www.dropbox.com/s/y35owf8qtxvlavk/guse1m2.map?raw=1 ) (what do you think?) but the secret cage opened by the button near the megahealth secret and the Shambler trap and bridge activated by snagging the Super Nailgun aren't really working!
 I Have A Bounding Box Problem
#16246 posted by Rick [75.65.153.192] on 2016/03/16 18:03:12
There is a super shot gun inside a cage (func_door. The cage is larger than the SSG bounding box by 12 units and is raised by using a button.
I have verified that the positioning of both cage and gun is what I think it is by turning on bounding boxes in the game.
The player is able to pick up the gun without raising the cage.
Any idea what is causing this weirdness?
 Map
#16247 posted by Bloughsburgh [75.151.243.225] on 2016/03/16 18:06:46
For the SNG door.
Without actually running the map, it looks like the angled door has an angle of 0. Make sure to give it an angle of 360.
Also if you want the "doors" to stay open forever, just set the wait key to a value of -1 as opposed to the Toggle spawnflag.
I honestly do not know if you can have a delay key on an item. But typically you have the sng target a trigger_relay which definitely can make use of the delay key.
As for the button:
It has a target of "secret1" but nothing has a targetname of "secret1". If you are trying to prompt that a secret was found when pressing the button then simply give your trigger_secret a targetname of "secret1".
Also make sure to set the angle for the button (360 for 0) and give it a wait value of -1 if you do not want it pressed only once.
This should help ya out.
 Ok
#16248 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 18:16:22
The SNG trap's angled brush is actually a bridge so the Shambler can smash the player after getting close quickly.
However the door is angle -1 which I believe goes up.
The trigger_relay entity is that should have the targetname "secret1". Thanks!
I'll change Toggle doors by wait "-1" and remove the trigger once.
And as for the SNG trap relay, I don't need it, and items *do* have delay time, but thanks :)
 Learned Something
#16249 posted by Bloughsburgh [75.151.243.225] on 2016/03/16 18:19:54
I really don't think I ever knew items had a delay key haha.
Is everything working now?
Another fun idea to try is instead of moving an angled door for the Shambler to come across, you can have him jump over the gap to the player via a trigger_monsterjump. Just draw a brush infront of the shambler and use the height + speed keys to find what works for you. You can also set angles x y to have him go at a diagonal.
 Rick
#16250 posted by Bloughsburgh [75.151.243.225] on 2016/03/16 18:22:37
If the player is picking up the shotgun through the cage (by hugging the cage wall I presume?) then I guess it's just a bit too close. I see you verified bounding boxes but a thing to try is expand the cage by a little and see if you get the desired effect.
 Ok, Thanks
#16251 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 18:23:16
Well, everything works now! :D
Except the penta in the cage secret.
Well, I'll see if I can make the shambler jump to the player. Because I think he isn't really going down the bridge, but I ain't sure since when I tested I didn't see it very well when the trap activated, but maybe a trigger_monterjump be funner :P
Thanks!
 Penta
#16252 posted by Bloughsburgh [75.151.243.225] on 2016/03/16 18:29:03
The trigger_relay that starts the process of the cage opening is not target-able because it has no targetname. When triggered events are not working, try to look for missing targetnames. In TrenchBroom, clicking on entities/brushes with targetnames/target links will draw a line between them.
You could also just have the trigger_relay open the cage as opposed to it targeting a trigger_once that then triggers the door. :)
 One More Thing
#16253 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 18:29:41
Custom music in Quake 1 maps? Like, I have a WAV, OGG, S3M or even MIDI, and I want it to play in the map.
 Nevermind
#16254 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 18:31:20
I always forget Google :P
Thanks for the "no trigger_once" tip!
#16255 posted by Rick [75.65.153.192] on 2016/03/16 18:36:47
I thought at first it might be some kind of door linking bug since the SSG is actually inside the door's bounding box, but no.
The cage has to be at least 64x64 to keep the player from picking up a 32x32 gun in its center. No, I'm not kidding.
Unfortunately, a cage that big will look stupid in that particular location, so I guess I'll have to come up with a better idea.
 Rick
#16256 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 18:38:14
Email me the map (the email in my profile), then I can see if I can do a better idea for that gun. Remember, I'm good in new concepts!
 Maybe
#16257 posted by Bloughsburgh [75.151.243.225] on 2016/03/16 18:38:35
Could you maybe add invisible func_walls around the shotgun but inside the cage that move up with the cage? Then kill off the func_walls when it is time to actually grab the gun?
Just throwing stuff out there.
 Bloughsburg
#16258 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 18:41:05
I don't think it'll work. It won't stop the player from grabbing the shotgun, it's BB will also cross the func_walls' BB.
It would be better to make invisible cage around the main cage, one that opens when the player is near it, and it opens the main cage half a second later. Then the player won't grab the shotgun early.
#16259 posted by metlslime [159.153.4.50] on 2016/03/16 18:59:32
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor. This may be why you can grab the weapon through the bars.
#16260 posted by Rick [75.65.153.192] on 2016/03/16 19:19:20
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor.
Yeah, that's what it is. The pickup bounding box must be real close to 64x64.
The cage thing was using too many marksurfaces anyway. I can just leave the gun out in the open the way it's been all along, it's just that I have this button that needs something to do.
 Rick, Please
#16261 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 19:54:43
As I said, email me the map! I'll give that button a useful job!
 How About
#16262 posted by DeeDoubleU [37.229.217.197] on 2016/03/16 19:54:50
Put you gun on a pillar. I think it could be thick enough without looking odd.
Lower it with your button.
 BTW
#16263 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 20:26:28
Is there any other bug in GUSE1M2?
What would you rate it, in a 0 to 100 scale?
And where do I ask questions like this? This is a mapping questions area, not reviewing maps area.
 Also
#16264 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 20:35:34
why is the portal's black texture invisible when underwater?
#16265 posted by metlslime [159.153.4.50] on 2016/03/16 20:54:29
*teleport is treated as water (to get the warping effect), and when you put two water brushes overlapping, the interior faces get removed (to create one continuous volume of water.)
Some tricks:
1. create a pocket of air where you want to see a teleporter, and use a thin *teleport texture to make the boundary of the pocket.
2. create a func_wall with the *teleport texture, it's a separate entity so it won't merge with the other water.
 Gustavo6046
#16266 posted by total_newbie [94.222.25.122] on 2016/03/16 20:55:50
And where do I ask questions like this? This is a mapping questions area, not reviewing maps area.
Maybe post a few screenshots and a compiled beta of your map in the Screenshots & Betas thread.
 Well...
#16267 posted by Rick [75.65.153.192] on 2016/03/16 21:23:06
I didn't really want to just plop the gun on a moving pillar, but I may end up doing something like that.
I appreciate the offers for help, but this map is right at the edge of exceeding the normal map limits and I intend to finish it without doing that. I only have about 4 models left to play with and the marksurfaces are over 32000 and at an unstable point.
On top of that, it's actually pretty complex. If I leave it alone for more than a few weeks I tend to forget how everything works.
 Rick
#16268 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 21:51:37
Split the map into 5 maps, MAPNAME_1, MAPNAME_2, MAPNAME_3, MAPNAME_4 and MAPNAME_5. Then it won't be large, I hope.
 Almost Forgot
#16269 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 21:58:15
You can also accept the map as is and put the exit right away. :)
 Delays
#16270 posted by SpecialBomb [24.145.128.172] on 2016/03/16 23:02:13
Those of you that have been supporting me with learning how to map: I'm a bit in the weeds. I am in highschool, and right now, mapping is not top priority. Even on my spring break, I have tons of school assignments. Some of you may remember that I said that I would "light vertig for the fourth time," I haven't actually been able to do that. Almost the next day after I posted that, I got all of this crud to do. Because of this, if I say I'm going to do something, I might not be able to do it for a while. I haven't been mapping, but I'll get right back onto it as soon as I can. I can't promise it, but I'm pretty sure I will have time to do all of the stuff I want after spring break. Wish me straight A's.
 Hmm
#16271 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 23:03:36
SpecialBomb, you're not required to do mapping :)
Also, how do I make so monsters teleport into some area after a trigger activation?
 Gustavo6046
#16272 posted by SpecialBomb [24.145.128.172] on 2016/03/16 23:17:30
Yeah, I understand that.
It's just that I have decided to be a continuation of this subculture, and I feel that it is pretty important to be criticized by the people know what they are doing, so that way I can get to their level in the future. I know, it's a bit overkill.
Also, I think I know how to help you.
Do you want the monsters to suddenly jump from one place to another, or do you want the monster to suddenly exist?
 Noooo!
#16273 posted by DeeDoubleU [37.229.217.197] on 2016/03/16 23:20:07
There are no excuses! Forget food and sleep and go map!
Just kidding, good luck with those A's.
@Gustavo6046
Link trigger/button to trigger_teleport and that trigger_teleport to info_teleport_destination.
Put monster so he is inside/touching trigger_teleport.
You may wish to have all this stuff in a separate room "outside" the main map.
 SpecialBomb
#16274 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 23:20:31
Nevermind, I guess I can just do a func_door with a clip texture and a func_illusionary brush in the floor the monster will appear. The monster will be lifted by the func_door to the func_illusionary brush.
What kind of brush is there that only monsters can clip through?
 Here's A Doc On Teleporting Monsters (I Still Don't Really Get It...)
#16275 posted by SpecialBomb [24.145.128.172] on 2016/03/16 23:24:48
http://www.bspquakeeditor.com/q1tutor/q_monster.html
I recommend going to this site when you need to figure something out. It's SUPER OLD though, so one of my projects in the future is to remake these tutorials for a more user friendly (vids, docs, map examples, etc.)
 School Is More Important Than Mapping.
#16276 posted by SleepwalkR [79.195.7.214] on 2016/03/16 23:39:06
 Okay, Here Is What I Think It Means...
#16277 posted by SpecialBomb [24.145.128.172] on 2016/03/16 23:39:36
What you are supposed to do is make an empty room where you will "store" your monsters. This room is supposed to be separate from your main map. Put your monsters in that room, and then put some teleport entities right on them. Then you go to the main room, and put a teleport destination info entity where you want a monster to teleport. Link the teleport destination entity to the teleport entity, and then you link the teleport entity to a trigger once in your main map. And you are done. Sucks that you can't just make a monster start disabled, and then trigger it to re-enable it.
Note: I have no idea how you are supposed to link the teleport and teleport destination together, so you may need to google a bit.
 Delayed Spawn
#16278 posted by Bloughsburgh [73.214.214.192] on 2016/03/16 23:43:34
Some modifications allow for spawnflags to be set to not spawn a monster upon start. Then you need only target the monster in question for them appear.
Two popular ones that can do this would be Quoth and Arcane Dimensions.
#16279 posted by Spirit [141.0.12.143] on 2016/03/16 23:43:53
If you knew how long some people take for their maps... Relax! :-)
 Spirit
#16280 posted by SpecialBomb [24.145.128.172] on 2016/03/17 00:02:28
To be honest, I have no idea.
Also, your run Quaddicted, right?
#16281 posted by Rick [75.65.153.192] on 2016/03/17 00:02:41
Why not try making a map without relying on teleporting monsters? I try to avoid it.
It's actually a kind of worn out mechanic.
A bit like Doom 3 monster closets, now that I think about it.
 Rick
#16282 posted by Gustavo6046 [186.213.135.230] on 2016/03/17 00:22:35
It's because there is little space for other closet. Please check the Revision 1: https://www.dropbox.com/s/wfj440tkrnq2bn4/guse1m2.zip?raw=1 Play the map. Either side is occupied by something, be it a door, a mechanism, a closet, or whatever. No space for a Vore trap after pressing the button, except I make a teleporting monster. Well, it's the best I can do.
 Slopes Or Stairs?
#16283 posted by SpecialBomb [24.145.128.172] on 2016/03/17 06:31:18
Should I use slopes or stairs while making a deathmatch map?
 Stairs
#16284 posted by SpecialBomb [24.145.128.172] on 2016/03/17 08:42:29
Figured it out myself
 How To Make Map Overviews?
#16285 posted by PikaCommando [175.140.208.159] on 2016/03/17 10:04:49
Like the ones in CS, but for other games like all the Quake engine games and UT (but especially Quake 1).
Example:
http://i65.servimg.com/u/f65/12/75/64/79/map_d310.jpg
I try to noclip out of the level and take a screenshot, but there's usually a Hall of Mirrors effect or having some parts of the map disappear.
#16286 posted by Rick [75.65.153.192] on 2016/03/17 11:15:11
Add command "gl_clear 1" (without quotes) to you autoexec.bat to get rid of HoM.
If there's a lot of sky, that will get in the way also. Too bad there's not an option to turn off drawing of the sky.
Hit the + (plus) key a few times to hide the staus bar, and type the command "r_drawviewmodel 0" to hide the player weapon.
#16287 posted by Rick [75.65.153.192] on 2016/03/17 11:21:12
Also, if you have fog enabled it might look better in an overview screenshot if it's turned off. Like I didn't do here:
http://quaketastic.com/files/screen_shots/Wish13_0007.jpg
 Red Lettering For Messages
#16288 posted by Bloughsburgh [75.151.243.225] on 2016/03/17 14:46:21
Something I can't figure out:
How do you achieve the Red/Bold lettering on messages?
At the very least, in ad_swampy the textbook used to start the tome of power quest has an example.
I see that the message key has a value with/b The Rune Quest/b/ <--(Backslashes) but when I attempt that on my map it does not work which also uses AD by the way.
I have even directly copied MFX's textbook and it still does not display the lettering which leads me to believe I am missing an element here. Any help is appreciated!
While we are at it, are there other fancy lettering you can do?
 Bloughsburgh
#16289 posted by SpecialBomb [24.145.128.172] on 2016/03/17 15:17:22
The colored lettering only works for server names and user names. I'm very sure messages are not affected by this.
 Speaking Of Color...
#16290 posted by SpecialBomb [24.145.128.172] on 2016/03/17 15:36:25
How do you color lights? Is it in hexadecimal or something?
#16291 posted by Rick [75.65.153.192] on 2016/03/17 15:39:55
It's a light entity key. I use 0-255 RGB
_color rrr ggg bbb
I don't know if it does hex, but I think you can use 0 to 1 if you want.
 SpecialBomb
#16292 posted by Bloughsburgh [75.151.243.225] on 2016/03/17 15:54:50
Thanks for replying.
That makes sense but ad_swampy uses this inside of an entity's message key. It just looks like a simple bold tag but it does nothing if I attempt to use it on my map.
 Well, At Least It Has As Many Colors As Hex
#16293 posted by SpecialBomb [24.145.128.172] on 2016/03/17 15:55:27
Also, do I need that underscore for the key? It looks awkward.
 Bloughsburgh
#16294 posted by SpecialBomb [24.145.128.172] on 2016/03/17 15:57:30
Hmm. I don't know. Were you using vanilla Quake when you were playing it?
#16295 posted by Rick [75.65.153.192] on 2016/03/17 16:21:18
Yes, the underscore is required.
The Light program will generate a .lit file with the same name as your bsp. That's where the light color data is. The lit file be in the folder with the bsp or no color light will be seen when the map is played.
As far as I know, the lit file is unique to each bsp. Every time a new bsp is created, a new lit file is needed also. A non-matching lit file will cause some very weird lighting effects.
 Alright
#16296 posted by SpecialBomb [24.145.128.172] on 2016/03/17 16:23:48
I'm going to light my new map soon, so thanks for that.
#16297 posted by metlslime [159.153.4.50] on 2016/03/17 16:58:23
hmm, backslash b should work, not sure how it wouldn't work for you unless the Tome of Power has special code to do it that isn't the same as trigger_once/func_door/etc. code.
 The Mystery Continues
#16298 posted by Bloughsburgh [75.151.243.225] on 2016/03/17 17:07:45
Thanks metlslime,
I will try it on a trigger_once to see if I get the desired effect...that will rule out if that is indeed the case.
 Masque Of The Red Text
#16299 posted by Bloughsburgh [73.214.214.192] on 2016/03/17 20:29:05
So using /bTEXT/b does not work even on something like a trigger_once. (Backslashes instead obviously)
I am at a loss here!
#16300 posted by necros [172.98.67.94] on 2016/03/17 20:35:32
what engine?
\bSome text\b does work.
 Bloughsburgh
#16301 posted by negke [31.16.58.85] on 2016/03/17 20:43:22
 What On Earth!
#16302 posted by Bloughsburgh [73.214.214.192] on 2016/03/17 20:52:23
Where in the world does this gem come from??
That worked but I still am puzzled about how ad_swampy achieves the same with just /b. I am using Quakespasm as engine of choice.
Thanks negke for the link!
 Bloughsburgh
#16303 posted by ericw [108.173.17.134] on 2016/03/17 21:02:30
Use my light tool and add the "-parse_escape_sequences" option, see:
http://ericwa.github.io/tyrutils-ericw/doc/light.html
I should probably just leave that on by default in the next version. It's also weird to do it in the light tool :P
necros: was this working in bjp's tools? or in qc strings? IIRC, If you use \b in qc code, the qc compiler is what parses the \b's and turns the text red.
 Lol
#16304 posted by mfx [92.229.134.156] on 2016/03/17 21:06:56
copying mfx leads to hell in the most direct way.
 How To Extract Embedded Textures?
#16305 posted by PikaCommando [175.140.208.159] on 2016/03/17 21:51:30
I'm using Nemesis' BSP Viewer, but all the textures have their colors fucked up.
 Wow
#16306 posted by Bloughsburgh [70.199.7.84] on 2016/03/17 21:55:36
Well jeez, I admit I was not planning on looking at light.exe for the solution but that spells it out as clear as mud!
MFX, haha eh I am okay with hellish landscapes. ;)
 How To Extract Embedded Textures
#16307 posted by Rick [75.65.153.192] on 2016/03/17 22:53:44
TexMex can create a wad file from the textures in a bsp. It doesn't even need to be "installed". Just unzip to a folder and run it. Best texture wad utility I've used.
 BSP Viewer?
#16308 posted by SpecialBomb [24.145.128.172] on 2016/03/17 23:34:04
Is there a tool that lets you view a bsp file?
 BSP Viewer
#16309 posted by Rick [75.65.153.192] on 2016/03/18 00:55:16
Is there a tool that lets you view a bsp file?
Quake?
 Yes There Is
#16310 posted by PikaCommando [175.140.208.159] on 2016/03/18 00:57:49
 Blender
#16311 posted by PyroGXPilot [71.89.205.34] on 2016/03/18 04:46:46
#16312 posted by FifthElephant [86.4.213.148] on 2016/03/18 10:05:16
Neato
 BSP Version Switcher?
#16313 posted by PikaCommando [115.132.136.145] on 2016/03/18 11:14:59
Is there a tool that lets you switch the version of a BSP to 29, the one that Quake uses? There was a tool called QVER, but it no longer works on modern systems.
 How To Make A Entity?
#16314 posted by Gustavo6046 [177.97.72.58] on 2016/03/18 19:19:52
Seriously now, I want to do a tech level with some few small spaceships shooting at a large one visible through one of the station's windows. It's merely aesthetic, but I want the spaceships to appear flying around and shooting the large spaceship.
 * Gets Popcorn *
#16315 posted by PepeLord86 [93.190.140.61] on 2016/03/18 19:31:03
#16316 posted by mfx [78.55.225.234] on 2016/03/18 19:49:16
func_trains and lots of triggering.
 Gustavo6046
#16317 posted by Kinn [86.154.183.77] on 2016/03/18 19:58:10
You'll need to become rather proficient in QuakeC before you can start slicing that particular sausage.
I have no idea if there are any decent QC resource sites still online.
Leaving all the QC aside for a minute, you will find that you don't have much room in Quake's map bounds to have a very large scene like that, so you'll also need to do some tricks to fake perspective to make everything look bigger than it is.
The simplest way to make an object look arbitrarily large is to keep its displacement from the player constant.
A simple example - let's say you want to create the illusion of a planet or a huge spaceship - you create a small model that fits in a sky-textured room outside your window, but you will have to update the position of the model every frame so that its relative displacement from the player never changes - that way it will appear to never move in the player's view and will always seem very far away.
 WAD
#16318 posted by JohnisonBoa [186.105.125.71] on 2016/03/18 20:25:21
What wad editor is good today?
 TexMex!
#16319 posted by DeeDoubleU [37.229.217.197] on 2016/03/18 20:32:50
or Wally
 Wally
#16320 posted by JohnisonBoa [186.105.125.71] on 2016/03/18 20:48:29
can be used portable for a hard disk?
 TEXMEX
#16321 posted by PyroGXPilot [71.89.205.34] on 2016/03/18 21:20:13
 Wally Is Portable
#16322 posted by DeeDoubleU [37.229.217.197] on 2016/03/18 21:52:06
 Can I Use GIF Images For A Wad?
#16323 posted by JohnisonBoa [186.105.112.129] on 2016/03/21 00:55:47
#16324 posted by Rick [75.65.153.192] on 2016/03/21 01:23:20
No, not directly. They need to be changed to bitmaps and the colors converted to the Quake palette. That can be done in a graphics/image editing program such as PaintShopPro, Photoshop, GIMP, etc. After that you can copy and paste them into a wad with TexMex.
 I Have Wally Not Texmex :l
#16325 posted by JohnisonBoa [186.105.112.129] on 2016/03/21 02:06:42
 Johnison
#16326 posted by Bloughsburgh [73.214.214.192] on 2016/03/21 02:42:48
 Do Textures From A .wad File Compile Into A .bsp?
#16327 posted by SpecialBomb [128.146.17.130] on 2016/03/21 19:45:16
I'm not sure if the textures are sourced from the game files, or if the textures are actually compiled into the map. I ask this, because you can extract textures from a .bsp, but if you don't own the full game, textures from the full game don't load.
 Yes
#16328 posted by Kinn [81.131.206.43] on 2016/03/21 19:48:52
The bsp compiler takes the .wad textures and embeds them into the .bsp
The .wad is not actually used by the game.
No idea why they decided to do it like that. Anyone know?
#16329 posted by metlslime [159.153.4.50] on 2016/03/21 19:49:04
Textures from wad get compiled into the bsp. The wad files did not ship with the game (except gfx.wad), it always loads textures from the bsp itself.
What sypmtoms are you seeing when you say "textures from the full game don't load" ?
 People On My Server Are Saying...
#16330 posted by SpecialBomb [128.146.17.130] on 2016/03/21 19:58:13
That the maps I put on there that use full-game textures have invisible walls. When they come back after getting the full game, they can see the textures. I have no idea if it's just the client or my server. It's actually pretty weird.
#16331 posted by metlslime [159.153.4.50] on 2016/03/21 20:28:39
i assume it looks correct on your machine in your engine of choice.
does it look correct in a different engine?
how about in a clean quake folder with no other mods or content?
 Results
#16332 posted by SpecialBomb [24.145.128.172] on 2016/03/21 21:08:37
Clean full Quake has no trouble. Both DP and FQ work fine as well. I am trying to get the Quake demo files to test with, which is honestly harder than getting the full game.
#16333 posted by metlslime [159.153.4.50] on 2016/03/21 22:29:07
what about registered quake but without any 3rd party content?
also, what engine do your other testers use?
and how do they get the map? Installed manually or auto-downloaded by their client?
 Demos Be Dumbos
#16334 posted by Qmaster [104.235.130.212] on 2016/03/22 02:13:21
So, anytime I try to record a demo, it says "recording to dem01" in the console but I never can find my demo files. I'm using Fitz085. Where is it supposed to save them?
 Bimo's
#16335 posted by madfox [84.84.178.104] on 2016/03/22 04:58:24
As soon as I record a demo it is in the directory I'm in at that moment.
Mostly I find my *.dem files in TmpQuarK.
When I'm in a mod than it's that one.
If you're not sure just type "path"in the console before you start recording.
Or you could go for "search demo01.dem".
#16336 posted by SpecialBomb [128.146.17.130] on 2016/03/22 12:36:45
"Clean full Quake" refers to registered Quake with no 3rd party content.
I have no idea really, I host a DarkPlaces server, and it doesn't seem to work with any other Quake World clients. I'd assume that people joining my server are only using DarkPlaces.
And maps are auto downloaded.
#16337 posted by metlslime [159.153.4.50] on 2016/03/22 19:52:34
hmm, i guess the next thing to try would be to have a clean install of quake and use it as a client to connect to your server, and see if the download process works with the textures.
I wonder if this is some kind of engine bug, since all the ways you've tested so far work fine.
 Invisible Is Weird
#16338 posted by Rick [75.65.153.192] on 2016/03/22 20:06:31
I've seen instances where surfaces didn't get drawn correctly and you could see through, but only very rarely and obviously some kind of bsp problem since the texture was drawn in other places. Every time I've had actual missing textures, Quake draws the checkerboard pattern instead.
#16339 posted by Baker [65.60.224.195] on 2016/03/24 05:24:31
DarkPlaces lets you play maps as a client that you do not have.
Yes it's 100% true. It's part of DarkPlaces missing model support.
And DarkPlaces will not allow a connected client to download something from Quake pak1.pak, the registered Quake pak.
No E1M1 fine. It's shareware. No DM2. Out of luck, it's registered Quake.
#16340 posted by metlslime [50.150.122.79] on 2016/03/24 05:38:42
mystery solved, thanks Baker.
 Should I Use _deviance?
#16341 posted by SpecialBomb [24.145.128.172] on 2016/03/30 23:44:48
Or are there other methods to get less chunky shadows?
 Soft Is Useful As Well
#16342 posted by Bloughsburgh [73.214.214.192] on 2016/03/30 23:47:36
-soft on light.exe will help with clunky-er shadows.
 Light Sidenote:
#16343 posted by SpecialBomb [24.145.128.172] on 2016/03/30 23:49:49
How does light work in BSP anyway? Someone said that it would be almost impossible to add real-time lighting in quake map editors, so I would like to look into the process to see if it is feasible. Learning the mathematics to it too will definitely help me out. I mean, my computer can handle real time raytracing in Blender, it surely can realtime light a map using some method.
 Reccomended Soft Value?
#16344 posted by SpecialBomb [24.145.128.172] on 2016/03/30 23:50:49
 I Just Use The Paremeter -soft In NecrosGUI
#16345 posted by Bloughsburgh [73.214.214.192] on 2016/03/31 00:04:37
So....1?
 I Use
#16346 posted by Rick [75.65.153.192] on 2016/03/31 00:13:34
Light.exe -extra4 -soft -softdist 8 -range 1.2 -gate 4
#16347 posted by Rick [75.65.153.192] on 2016/03/31 00:15:59
But don't use -softdist with ericw's newer version of Light. It doesn't support it and may crash.
 Alright
#16348 posted by SpecialBomb [24.145.128.172] on 2016/03/31 00:20:12
I'm going to mess with it later, the lighting I have now looks like shit. Without knowing what the light looks like before I compile, I have no idea how to fix artifacts (triangles, etc.). Plus, it just kinda looks weird. This needs a lot of trial and error, sheesh.
Any tips?
 Make A Test Map
#16349 posted by PuLSaR [66.102.9.21] on 2016/03/31 00:26:29
with different light styles and values to familiarize yourself with it.
 SpecialBomb
#16350 posted by ericw [108.173.17.134] on 2016/03/31 00:56:58
Here are some lighting advice posts from Fifth and sock
In general I would start simple, build a test map with just a single light entity, and get a feel for what the different settings look like.
regarding "what is the math behind quake lighting".. The light tool generates a grid of sample points on all surfaces. To determine the light level at a sample point:
- every light in the map is tested for visibility from the sample point.
- if the light is visible, its light contribution is added to the sample point's light value. Factors that affect this contribution include the light entity settings (falloff style, brightness, etc.), the distance to the light, the angle between the light ray and the surface normal.
The main barrier to doing this in realtime in a map editor is that every change (resizing a brush, etc) could require recomputing the entire level's lighting. So you'd need a background thread constantly recomputing the map's lighting.
 Quake Map Compiling And Texture Authoring Tools ?
#16351 posted by motorsep [67.78.111.218] on 2016/03/31 16:13:38
I've been out of touch with Quake mapping scene (as far as making anything) for a long time.
Are there any modern'ish map compiling and texture authoring tools for Quake? (I am on Win 7 64bit)
Thanks.
 Hi-res Quake .wad Textures - Possible ?
#16352 posted by motorsep [67.78.111.218] on 2016/03/31 16:15:47
Is it possible to author higher resolution textures into .wad? I don't want to use TGA and such with modern engines, but I'd like to have higher quality textures made and keep them in .wad
Possible ?
#16353 posted by Rick [75.65.153.192] on 2016/03/31 16:29:21
I did some experiments a while back using 256x256 textures in the .wad and scaling them by 0.25 in horizontal and vertical, but that's as far as I went.
#16354 posted by FifthElephant [31.81.129.85] on 2016/03/31 17:04:46
What Rick said... Though I believe this comes with it's own problems
#16355 posted by adib [186.228.0.25] on 2016/03/31 18:42:19
I made a whole level where every texture was scaled down to at least 0.5
The only problem I noticed was a larger file size.
#16356 posted by FifthElephant [86.4.213.148] on 2016/03/31 19:01:07
Yeah it will massively increase the file size because you're doubling up the lightmap detail. Plus you increase the amount of bsp cuts on a surface I think.
#16357 posted by metlslime [159.153.4.50] on 2016/03/31 19:05:41
yeah a scale of 0.5 would give you 4x memory usage and filesize for lightmaps, plus up to 4x marksurfaces (small surfaces probably won't be subdivided differently, but medium/large ones will.)
 Lightmap Memory Usage
#16358 posted by killpixel [174.48.226.83] on 2016/03/31 23:20:42
should this be concerning at all? It's my understanding that depending on the dimensions of the lightmaps, or any image, they will take up more vram than their actual file size... but we're still talking about mbs.
I ask because a project I have uses very high res lightmaps.
 Two Causes Of Overhead
#16359 posted by ericw [108.173.17.134] on 2016/03/31 23:58:52
that apply to vanilla engines (GLQuake, Fitz/QS):
- lightmaps are animated on the cpu (blending the 4 lightstyles for stuff like torches, and shading in dlights like rocket trails etc.)
- more draw calls. the lightmaps for various faces are packed into atlases by the engine, at map load time. Higher-res lightmaps means more atlases being used to draw a given scene, which means more draw calls.
 Yep, Possible!
#16360 posted by SpecialBomb [24.145.128.172] on 2016/04/01 02:45:47
If you have ever used blender cycles, you will know what I mean. Yes, the real-time doesn't look all that nice for the raytracing, but that's only because of how detailed it is. It's actually surprising that it can calculate that fast. Quake, without a doubt, is not very detailed with it's lighting, and this is because the lighting uses one-shot surface point lighting (I'm assuming there are no reflective properties). Simply go into the Light util code and see how it calculates the light. Then, use the math from this code to replicate it's lighting in a custom application that mimics the Quake engine's way of displaying light.
Not only this, but we have achieved surface point lighting in real-time in almost every modern game engine, so there is no denying it at this point. Someone just has to go and do it. I personally would try, but I'm not strongly experienced in code yet (working on it). As of your "recalculating the map every time" argument, this is true, but computers are simply fast enough to do this now. Quake's way of calculating light may also be a barrier due to probably not being optimized enough. I don't know if you messed with the lighting tool to have more efficient results, but if you did, tell me.
Finally, let me know if anything I just said is completely stupid.
 Sidenote:
#16361 posted by SpecialBomb [24.145.128.172] on 2016/04/01 02:53:13
If from what you tell me does explain why it's impossible, then here's another idea:
We simply add a calculate light option or shortcut to a modified editor. It wouldn't be realtime, but it would show us how the lighting looks at that point so we can edit it before we compile the map. Easy way to check.
 Ericw
#16362 posted by killpixel [174.48.226.83] on 2016/04/01 06:57:01
interesting, thanks
 Hi-res Wad Textures
#16363 posted by motorsep [67.78.111.218] on 2016/04/01 17:19:48
The whole point, in my case, to have hi-res textures is for importing BSP into Blender. When importing, textures are pulled from BSP and if they are low res, well, that's what I will get in Blender.
Technically I could just replace them in Blender, but then I'd have to adjust UV maps, wouldn't I ? (which would be a royal pita)
With hi-res textures in .wad I'd be able to map in Trenchbroom, import it into Blender and be happy :)
#16364 posted by DeeDoubleU [178.137.180.182] on 2016/04/01 17:52:51
I don't use blender, though I think you are safe replacing textures in it to higher resolution ones.
I believe most 3d modeling packages store UV info in normalized float values (or whatever it is called) and not pixels.
 I'm Not Using Blender
#16365 posted by SpecialBomb [128.146.17.130] on 2016/04/01 18:24:04
I'm only using it as an example of real time lighting that uses way more complex rules than Quake to prove that real-time lighting in a map editor is possible. Sorry if it wasn't clear.
 Oh, Wrong Person And Subject
#16366 posted by SpecialBomb [128.146.17.130] on 2016/04/01 18:28:06
I thought that DeeDoubleU was saying not to use blender based off of what I was saying, but was based on motorsep's comment. Wish I could delete stuff.
#16367 posted by motorsep [67.78.111.218] on 2016/04/01 20:08:51
I wish I could reply to my original thread, but oh well :/
#16368 posted by PyroGXPilot [71.89.205.34] on 2016/04/01 21:36:38
Actually you wouldnt have to mess w/uv's
 Hi-res Wad Textures
#16369 posted by motorsep [67.78.111.218] on 2016/04/01 23:16:39
@PyroGXPilot: So texture's resolution has no effect on how it will be aligned on the surface ?
If not, then the last few good excuses are that I wouldn't have to resize textures to be used in wad for mapping, and keep originals to be used in Blender. And I wouldn't have to replace anything manually :)
 Hi-res Wad Textures
#16370 posted by motorsep [67.78.111.218] on 2016/04/01 23:18:10
Btw, the resolution I need to have in wad is at least 1024^2.
 It Shouldn't Matter
#16371 posted by DeeDoubleU [178.137.180.182] on 2016/04/02 00:49:59
you can switch 16x16 to 8192x8192 and still have correct coordinates
 Vis Issues?
#16372 posted by Shamblernaut [121.45.232.68] on 2016/04/05 20:17:28
Hey guys, in a map I'm working on 3/4 of the way through the map some of the mobs and geometry disappear. When you noclip the area, you get teleported back to info_player_start. Any idea what could be causing this?
No errors in the output, "check map for problems" in JH turns up nothing, using bsp2 format and tyrians version of vis.
#16373 posted by negke [31.16.58.85] on 2016/04/05 20:26:30
Did you build stuff outside of the +-4096 grid?
#16374 posted by metlslime [159.153.4.50] on 2016/04/05 20:26:59
are you more than 4096 units away from the world origin? If so, what protocol are you using?
 Yes
#16375 posted by Shamblernaut [121.45.232.68] on 2016/04/05 20:56:25
It's big on one axis.
JH is set to HL map version, I'm using -bsp2 when I compile and quakespasm is defaulting to protocol 666.
What have I missed?
#16376 posted by metlslime [159.153.4.50] on 2016/04/05 21:06:41
666 doesn't support larger map bounds, you need a different protocol. I am not sure what the options are for that.
 Darkplaces Works Fine
#16377 posted by Shamblernaut [121.45.232.68] on 2016/04/05 21:28:09
I was a little surprised normally it's my fail mapping skills that lets me down.
 Is There A Way To Convert UT2004 Maps To Quake?
#16378 posted by mankrip [66.249.88.159] on 2016/04/07 05:39:53
 Stubborn Brush
#16379 posted by madfox [84.84.178.104] on 2016/04/12 11:02:01
I was exploring a Q2 map which indicates it has too many brushes to compile.
So I converted all textures to Q1 and deleted the q2 functions.
While searching on the error I kept the warning: Invalid brush plane format on line 1692.
After deleting the brush the warning stayed on that line so it seemed not an invalid brush but a lame compiler message.
I went on deleting brushes untill I had only one brush that persist on invalid brush format.
It looks as if not a single brush, even on 64 grid won't pass the compiler.
What's wrong?
 About Scourge's Spawn Entity
#16380 posted by Daya [90.1.80.58] on 2016/04/12 16:03:08
Continuing mapping using my mod that uses scourge's code, and when I use the "spawn entity" to spawn a monster when a player goes through a trigger brush, monsters appearing via those entities have a half-second delay before they react.
This is tricky because it makes ambushes kind of moot. I've heard it's because when entities spawn (also at the start of a map), monsters have a half-second delay before they're active.
Is there a way to counter this?
 Invisible, Non Working Button
#16381 posted by Daya [81.250.122.194] on 2016/04/18 13:37:24
(Hope I get a response this time)
I'm pretty close of finishing that map, but I just hit a wierd wall yesterday:
See, I have this button: http://image.noelshack.com/fichiers/2016/16/1460979036-invisiblebuttontb.png
which targets a door in this door. In TB there doesn't seem to be a problem, but once I test it ingame: http://image.noelshack.com/fichiers/2016/16/1460978924-schlossherr20160418110429-00.jpg
The button's invisible, the collision mask is still there and it's not functionnal (e.g I can't trigger the push, no sound and no collision change).
Which is wierd because this button brush is the exact same I use for other buttons in the level, and they all work no problem, except for this one.
What gives?
 Pushing Buttons
#16382 posted by Bloughsburgh [75.151.243.225] on 2016/04/18 13:42:40
Couple of things to try to rule things out:
-Place the button somewhere else like on another wall in that room.
-Delete the button and create a new one from scratch.
See if the button still disappears. You could also try Developer 1 to see if any messages help bring light to the mystery.
 Err
#16383 posted by Bloughsburgh [75.151.243.225] on 2016/04/18 13:47:10
Sorry, but would have to do with the button being inside of that trigger_remove?
Not that familiar with hipnotic entities.
 The Brush Was Side To Side With The Button
#16384 posted by Daya [81.250.122.194] on 2016/04/18 16:54:15
But then I changed it to be a full-heigth brush while putting it backwards. The button's now functional!
 Trigger_push Stucking The Player
#16385 posted by Daya [81.250.122.194] on 2016/04/20 14:32:28
So this is the final thing that needs to be done before this map is officially done:
The map have a bell tower that can only be accessible in the top via a secret teleporter. In this is a Quad Damage, and taking it drops the player inside the tower, which is a narrow downwards tunnel. Once he reaches the bottom of the tower, a trigger_push is put to push him forward, which opens the tower's door in front of him, getting him out of the tower fast.
At least that's the idea on paper. Indeed, said trigger_push activates, but the push speed is next to none (when falling the player descends extremely slow), so much that I have to struggle moving forward to get out of the brush and finally make the push work at the intended speed.
First try was just having the downward tunnel and having said trigger_push made like a platform flat on the ground. Same thing happened when I made the brush thinner.
Then I tried to make a downward trigger_push in the downward tunnel, and then have the second (original) trigger_brush be a ramp, thinking it would do it, but no.
Then I tried to separate the vertical tunnel and the horizontal one and make a teleport brush at the bottom of the first one, and have the teleport_destination being inside a trigger_brush, but still no dice (see http://image.noelshack.com/fichiers/2016/16/1461155513-triiger-push-fuckery.png).
What should I do?
 Picture Link Broken
#16386 posted by Bloughsburgh [75.151.243.225] on 2016/04/20 15:12:15
Is that HOZ trigger_push at a diagonal? You have the angle key set so it pushes in the desired direction correct? Having the trigger_push slowly push the player down sounds like an angles issue.
 The Angle's Fine, It Points Towards The Exit.
#16387 posted by Daya [81.250.122.194] on 2016/04/20 15:19:51
Also for the link just remove the period at the very end. Wierd how the website included it.
 Hard To Tell What I Am Looking At Here
#16388 posted by Bloughsburgh [75.151.243.225] on 2016/04/20 15:27:17
The shaft is a trigger_push? So you want to grab the quad, shoot down the tower via a downward push and then pushed out of the exit door?
Apologies for my confusion but if that is what you want then try making the down push brush stop at the entrance of the shaft. Have the HOZ push not be on the floor make it like 64 units high or something. Default push speeds should be more than enough to shoot the player out.
You shouldn't have to do a work around and make a teleport this can work.
#16389 posted by Rick [75.65.153.192] on 2016/04/20 16:14:08
I can't tell exactly what's what in the picture, but I would make sure the down push ends above the horizontal push by at least 64 units.
The horizontal push doesn't need to be real tall. 32 units is probably enough and place it a bit above the floor, 16 - 32 units should be fine.
 Crazy Idea But
#16390 posted by Orl [73.10.210.162] on 2016/04/20 17:00:34
Is the push angle at 0? If it is, set it to 1 or -359 instead.
 Went To The Quake Wiki
#16391 posted by Daya [81.250.122.194] on 2016/04/20 18:19:35
And apparently putting 0 at the angle key doesn't work, somehow.
Anyway, I put it at 360 and now it works. Odd.
 Black Spots On The Skybox + Unfixable Grey World
#16392 posted by Daya [81.250.122.194] on 2016/04/23 00:10:45
I was just a centimeter finished for doing this map when I have this stuff pop up on Quakespasm.
First off, at the start map I have a sky cieling where some parts are grey: http://image.noelshack.com/fichiers/2016/16/1461362247-spasm0002.png
At first I thought this was related to that "inside out grey world" bug where a map goes out of the game's boundaries, so I tried to put the whole map down to some units, but try as I might, the error's still there (Same thing happened even if I put -bsp2 in the compiler).
Same thing happened with the first actual map: on top of having parts of the sky greyed-out, in the final room, on its front side when you enter, and you get close to it, the inside out grey world bug happens, but usually when it happened in my maps it showed the world at its place, like if you were inside a brush, but here I have the duplicate of the map in front of me, like a pattern you'd see on a wallpaper, because it's the exact same axis: http://image.noelshack.com/fichiers/2016/16/1461362301-spasm0001.png
And still in there, as much as I try moving the map around, nothing changes.
#16393 posted by ericw [108.173.17.134] on 2016/04/23 00:48:47
I've never seen patches of the skybox not drawing like that. Is there possibly a skip brush clipping away the sky there or something?
Check in other engines, and maybe try a different compiler.
It shouldn't be related to exceeding the +- 4096 bounds.
inside out grey world bug
For this, keep the player and all entities within +- 4096. It should be ok for inaccessible areas of the map (like the cliffs + skybox in your shot)
Enter 'viewpos' in the console to print your current position, or in quakespasm you can do "r_pos 1" to enable a continuous printout of the player's position.
 Edit:
#16394 posted by ericw [108.173.17.134] on 2016/04/23 00:49:50
Does "r_novis 1" do anything to make the grey patches go away? (make sure to set it back to 0 afterwards.)
 Daya - Wild Guess
#16395 posted by mfx [77.180.57.85] on 2016/04/23 01:07:33
Are your sky brushes textured sky on all sides? Those brushes can hickup when a normal texture is on one side.
 Fixed
#16396 posted by Daya [81.250.122.194] on 2016/04/23 02:20:17
The grey patches was indeed because the sky brushes were clipping through other brushes. Fixing that also fixed the grey world bug, somehow.
 Good
#16397 posted by mfx [77.180.57.85] on 2016/04/23 03:05:28
 Backing
#16398 posted by JohnisonBoa [200.112.62.70] on 2016/04/23 04:47:46
Hello, Im back here to know if exist mapping guides talking about entities and keys, if be so much thanks.
 Spec And Bible
#16399 posted by JPL [82.234.167.238] on 2016/04/23 15:19:23
 WARNING: Reached Occupant At (592 96 -96)
#16400 posted by Trist [73.252.4.184] on 2016/04/23 16:07:18
I know this is supposed to indicate a leak, but at specifically this error in the map is just a light. If I remove this light, the error will change to the next light. And if I remove all the lights it will go to a different entity like for example, a spawn point. But the weird part is, these entities all worked fine at one point. A .prt file could be created for it, everything worked, vis ran perfectly fine and I had a working map. I wasn't satisfied with the lighting and as soon as I changed even one light, it would all give me errors. I can go back of course, but I have made a lot of changes since then and don't want to lose everything so does anyone have an idea of what could be wrong? I have already tried several other QBSP versions and they all give me the same shit so I assume its possibly Trenchbroom.
 It's Not TrenchBroom.
#16401 posted by SleepwalkR [79.195.18.196] on 2016/04/23 16:16:59
There is a leak in your map. Afaik, the point file trace always starts and / or ends in entities. The algorithm uses entities to determine what the inside of the map is.
 SleepwalkR
#16402 posted by mankrip [66.249.88.159] on 2016/04/23 16:56:19
Thanks for the hint, this may also be why some vanilla GPL maps gives the same error. I'll look into this.
#16403 posted by Rick [75.65.153.192] on 2016/04/23 18:21:44
Load the map and enter the pointfile command in the console. Turn on noclip and go find the dashed line. The line will lead you through wherever the leak is on its way to whichever entity it reached first.
 Or
#16404 posted by SleepwalkR [79.195.18.196] on 2016/04/23 18:55:34
Load the point file in TrenchBroom. Note that the file must be in the same directory as the map file and that the base name of both files must be identical. The next beta will allow you to load point files from any location.
#16405 posted by Trist [73.252.4.184] on 2016/04/23 23:08:29
That was really fast, I fixed my problem immediately after you pointed that out, thank you a lot
#16406 posted by mankrip [187.126.84.14] on 2016/04/24 03:11:09
I've realized Jackhammer loads point files automatically, as rainbow-colored lines.
Also, after spending hours trying to understand how to fix the leak, I've figured out that the pointfile ends exactly where there's an empty BSP node that must be filled. Problem solved.
 Func_group
#16407 posted by Ruin [166.137.8.47] on 2016/04/27 05:47:10
Is there a way to use func_group in Trenchbroom? The option is there, but it doesn't seem to work. I tried it with two brushes, and all it did was group the brush's bounding boxes together, but I was still able to manipulate both brushes independently.
 Ruin
#16408 posted by FifthElephant [149.254.248.97] on 2016/04/27 11:03:49
To select the group you double click
 In TB2 That Is
#16409 posted by SleepwalkR [87.146.40.146] on 2016/04/27 12:28:06
You can get the latest beta from http://kristianduske.com/trenchbroom under downloads.
 Thank You Both.
#16410 posted by Ruin [206.169.45.183] on 2016/04/27 17:12:54
#16411 posted by [64.85.243.248] on 2016/04/30 00:22:38
Noob question. I'm having trouble getting the Zerstorer entities into Quakespasm. I can load the mod in the Mod tab but the entities don't populate. Looking at the documentation (I'm using TB 2.0.0) it seems like I need a DEF or FGD file, but I don't see one in the zer folder. I do see a list of "entity definitions" in the dev readme but I'm not sure what to do with it.
If anyone can help, or hell, better yet, post a DEF or FGD file with the models already set up to display in TrenchBroom, that would be very helpful!
 Def Files
#16412 posted by Preach [77.99.55.146] on 2016/04/30 23:28:09
I'd try pasting those entity definitions into a text file, and saving it with the filename "zer.def". You won't get the models, because that's a 2015 feature in a 1997 defintion file, but it should be usable.
#16413 posted by [64.85.243.248] on 2016/05/01 07:36:05
Never mind, I actually found an FGD file put together by CZG in the Zerstorer Mapjam thread. Thanks anyway.
Ok, so now for my real question. I started putting together a map for Quoth using Trenchbroom 2 (not Quakespasm as I said above, lol), but my ultimate goal is to make a map using Quoth entities BUT ALSO the riot controller (SSG replacement) from Zerstorer--but nothing else from zer. Trenchbroom allows me to load multiple mods into my map, and I also copied everything relevant to the riot controller from the zer FGD file to a copy of the Quoth FGD that came with Trenchbroom. This seems to do what I want, since I can see everything Quoth in the entity panel, plus the riot controller.
So is it that simple or am I opening the door to all kinds of horrible conflicts between the two? (I'm not close to a point where I can compile it and test it out.) Also, how does using multiple mods for Trenchbroom actually work in terms of running the map? I've noticed that I can only select one set of entity definitions at a time, making me wonder how multiple mods fit in. This doesn't really seem to be detailed in the TB documentation.
 Multiple Mods
#16414 posted by Preach [77.99.55.146] on 2016/05/01 08:24:11
Also, how does using multiple mods for Trenchbroom actually work in terms of running the map? I've noticed that I can only select one set of entity definitions at a time, making me wonder how multiple mods fit in. This doesn't really seem to be detailed in the TB documentation.
Although I have heard of an engine that tried to support this, in general there is no way to run more than one mod at once. Certainly for a first map I think that focusing on one would be the smart thing.
#16415 posted by [64.85.243.248] on 2016/05/01 08:27:01
Figured that would be the case. Thanks for taking the time anyway, cheers!
 That Isn't Going To Work
#16416 posted by FifthElephant [213.205.253.142] on 2016/05/01 11:13:41
You would need the source code for both mods and you would need to copy the relevant bits of code over to quoth and compile it. Not forgetting the assets like the model and sounds
 It's A Bit Misleading
#16417 posted by SleepwalkR [80.187.98.108] on 2016/05/01 11:38:18
Mods actually just add more directories to search through for assets such as models. That's all.
#16418 posted by [64.85.243.248] on 2016/05/01 13:37:17
Well, that's on my wishlist for the next Quoth update then ;)
 Malformed Map File
#16419 posted by Daya [81.49.12.58] on 2016/05/01 15:22:37
Haven't had that one in a while...
Tried to open map2 of my mod in TB, but I had this in red:
"Malformed map file: expected token of type opening parenthesis, or closing parenthesis, but found integer number at line 178, column 65"
I opened the map file in Sublime and went to the line, but it seems perfectly normal...
"( 32 2960 -48 ) ( 32 2960 224 ) ( 320 2960 -48 ) rock 6 0 0 0 1 1"
I tried to delete the line, but the error kept coming, so I deleted the paragraph, this time the error went to another line, which has the same "rock 6 0 0 0 1 1" in its paragraph.
I'm kind of afraid deleting all the paragraphs containing that line would delete an integrate cave I had to model, and TB didn't bat an eye to this.
 That Looks Like A Quake 2 Map File
#16420 posted by SleepwalkR [93.209.75.167] on 2016/05/01 16:00:54
 Fixed It
#16421 posted by Daya [81.49.12.58] on 2016/05/01 16:06:49
Somehow the texture "rock6" from the first episode of Daikatana was changed to "rock 6". I wonder why.
 Need Some Help...
#16422 posted by SpecialBomb [24.145.128.172] on 2016/05/01 21:19:15
All I need is some stats.
My question is what is the longest time it took you to compile a map with lighting on a modern machine?
 That Depends On
#16423 posted by Bloughsburgh [73.52.220.27] on 2016/05/01 21:31:22
Size of the map, how much detailed brushes...optimized design etc.
Anyway, about 5 or 10 minutes
 Show BSP Information Ingame
#16424 posted by f0086 [217.231.109.53] on 2016/05/01 22:52:15
Hi!
Is there a hidden console command or something else to display BSP information ingame? Like how the Map is divided, which sections etc.
Just like this picture here:
https://38leinad.files.wordpress.com/2013/08/bsp_no_struct.png
 R_drawflat 1
#16425 posted by onetruepurple [95.160.159.80] on 2016/05/01 23:00:48
 Unknown Command R_DRAWFLAT
#16426 posted by f0086 [217.231.109.53] on 2016/05/01 23:10:42
I use darkplaces. Which Quake 1 engine do I need to use to get this to work?
 Any Quake 1 Engine
#16427 posted by onetruepurple [95.160.159.80] on 2016/05/01 23:16:32
Which DarkPlaces is pretty much only on paper.
 This One
#16428 posted by f0086 [217.231.109.53] on 2016/05/01 23:27:51
 Thx Otp
#16429 posted by mfx [77.180.160.218] on 2016/05/01 23:29:38
r_showtris 0/1
r_showbboxes 0/1
r_lightmap 0/1
can be helpful to.
 DP Uses Different Names
#16430 posted by ericw [108.173.17.134] on 2016/05/02 00:20:42
r_showsurfaces (= r_drawflat)
gl_lightmaps (= r_lightmap)
 Other DP Stuff
#16431 posted by ericw [108.173.17.134] on 2016/05/02 00:25:11
"r_drawportals 1" shows the BSP leafs/portals
Also for finding cvars in DP:
"apropos lightmap" will list all cvars with "lightmap" in the name
 Awesome, Thanks!
#16432 posted by f0086 [217.231.109.53] on 2016/05/02 01:01:57
#16433 posted by [64.85.243.248] on 2016/05/02 01:45:54
Is there is a quick way to align textures on different brushes in TrenchBroom? I can easily tell which ones are not aligned in-game but it's hard to tell in the editor.
 Alignment
#16434 posted by FifthElephant [213.205.192.112] on 2016/05/02 11:33:24
For me is easiest when I turn off texture lock. That way textures are always grid aligned.
 Alignment
#16435 posted by FifthElephant [213.205.192.112] on 2016/05/02 11:33:25
For me is easiest when I turn off texture lock. That way textures are always grid aligned.
 Leaf/portals In Other Engines??
#16436 posted by FifthElephant [213.205.192.112] on 2016/05/03 02:34:24
Or is it only DP?
 Does Ur Mum Take Three In The Pipe??
#16437 posted by ayy lmao [185.100.87.73] on 2016/05/03 10:44:14
Or is it only DP?
 Map Compile Error.
#16438 posted by Sgt-PieFace [108.63.161.183] on 2016/05/16 05:07:28
I'm getting an error when compiling a map. I am using trenchbroom to make the map and TyrUtils to compile, with a compiler GUI. I think the compiler is losing track of the .bsp after it converts it, but I'm not sure why. It was working one day, and the next day it was't.
Here's a link to a couple screen shots: http://imgur.com/a/P70o2
Also, I tried resinstalling TyrUtils and the GUI, but that didn't help.
Any help is appreciated!
 Mixing Liquid Faces?
#16439 posted by mfx [77.179.96.150] on 2016/05/16 06:51:23
like water and sky/lava?
Avoid that by having a small gap between them.
 Windows
#16440 posted by Teknoskillz [73.142.34.180] on 2016/05/16 08:12:17
Looks like it may have been a Windows issue for the above ^^
When he showed me the file, I noticed windows said some content was blocked because it came from another computer. I unblocked it and was able to compile with Quark, but it also had some errors. Very weird , but maybe he can explain better what actually stopped the errors.
 Another Thing To Note Regarding Liquif Brushes
#16441 posted by Daya [86.192.84.88] on 2016/05/16 12:45:26
You have to avoid clipping them out to the void, compensate that by putting worldspawn brushes on/around said liquid brushes.
#16442 posted by necros [66.102.6.253] on 2016/05/16 13:21:27
Mfx and daya have it; mixed contents error stops the bsp from being created and then vis says no file found. :(
 Arcane Dimension Spider Jumping Through Ceiling
#16443 posted by NewHouse [93.106.200.71] on 2016/05/17 15:59:00
Hello!
I made box that is 4 pixels higher and 8 wider than spider entity, but for some odd reason it jumps, stucks, then jumps, starts to slowly get through the ceiling. Like what am I doing wrong? Is there any updates or fixes for that issue*
Here is some screenshots:
In Trenchbroom Editor view:
https://drive.google.com/file/d/0BwxYkKdSD855cGdBZ0h0STdGYWM/view?usp=sharing
Running map in Quakespasm engine:
https://drive.google.com/file/d/0BwxYkKdSD855clRiWUVyc3NDaGM/view?usp=sharing
 Spider
#16444 posted by Bloughsburgh [75.151.243.225] on 2016/05/17 19:16:59
I had this problem and it was just a matter of fine tuning the position. Either push the spider out a bit or raise the ceiling even higher and test until the thing behaves!
 Thanks For Replying "Spider"
#16445 posted by NewHouse [93.106.65.118] on 2016/05/19 09:39:01
Ah, yeah it seems to be the case here. Even the main entities like grunts for example needs more or less 80 high and 64 pixels wide because it starts even consider coming out of door. I don't know how does it differ when comparing to other mods, but in "AD" mod enemies AI needs more pixels to work well.
Reason why I'm spending so much time with this is, because I want to make really narrow hallways or put the ceiling really low to create some claustrophobic feelings especially in tech bases.
Another Question: what is the highest angle enemies can run over? 15? 30? 45? I know I should test it by myself - but if someone has already figured that out, why not sharing it here? Also I'm new to this site's interface, don't even know how these topics work. It seems like everyone is stacking replies over the existing ones.
 How Clips Should Work?
#16446 posted by NewHouse [93.106.65.118] on 2016/05/19 10:51:25
Clips are invisible brushes, right? Should it block player not to stuck on details/geometry? If so, it's simple is not doing that. I placed the clip brush match the detailed brushes, when I run it it didn't block player and player walk between bars etc. and get stuck.
I'm using Quakespasm endige & mod Arcane Dimension.
 !
#16447 posted by PyroGXPilot [71.89.205.34] on 2016/05/19 11:04:45
make sure all faces of brush are clip texture
 And Also
#16448 posted by NewHouse [93.106.65.118] on 2016/05/19 13:29:17
And also all faces of brush are clip texture, but it's not working for some reasons.
 Angles
#16449 posted by Bloughsburgh [75.151.243.225] on 2016/05/19 19:01:27
Well slopes are just a bit finicky in general for Quake/Brush based so a clip brush would help.
If you have some sort of slope, make some clip brushes in the form of stair steps where the slope "joints" are. that way.
#16450 posted by PuLSaR [66.102.9.37] on 2016/05/19 19:13:33
I want to make really narrow hallways or put the ceiling really low to create some claustrophobic feelings especially in tech bases.
It's not the best idea for quake
 Claustrophobia
#16451 posted by Preach [77.99.55.146] on 2016/05/19 22:50:16
Can you use non-solid details like cables, wire mesh ceilings or thin func_illusionary pipes to make the space appear more claustrophobic that it actually is?
 Reply "Claustrophobia"
#16452 posted by [93.106.65.118] on 2016/05/19 23:22:09
Of course I can use, everything that would replace some hard geometry, because the gameplay is more important. And by claustrophobic spaces I mean actually 80pxl high & 64 wide or more, nothing crazy really. Though it would be nice to make something like "Beyond Belief" did in one map, where it felt like players head touched the ceiling but didn't get stuck.
I really well know that player doesn't move that smoothly if there is so much corners, doorways with details and so on. That's why I thought using clips would make it feel much smoother to move around, even in larger areas when it comes to moving near the walls if there is pillars, pipes or something a bit detailed work.
That clipping bug might be Trencbroom 2's fault, because it's still in beta.
 I Don't Think It's A Bug In TB
#16453 posted by SleepwalkR [87.146.42.190] on 2016/05/19 23:55:34
 Reply 'I Don't Think It's A Bug In TB'
#16454 posted by [93.106.65.118] on 2016/05/20 20:54:54
There is something with the placing entities, it seems like in the last stable version of TB1 everything is fine, but in TB2 some entities doesn't seem to appear exactly in those positions I placed them.
Thankfully there is couple transparent textures, and there is even invisible texture in wad "rmq_trans" hopefully that will work out*
 When Using Arcane Dimensions
#16455 posted by mfx [78.55.13.60] on 2016/05/20 21:03:30
try setting no_item_offset 1 in worldspawn.
 Or It's A Problem With The Def Or FGD?
#16456 posted by SleepwalkR [87.146.45.12] on 2016/05/20 21:12:29
 Reply 'When Using Arcane Dimensions'
#16457 posted by [93.106.65.118] on 2016/05/20 21:16:21
Thank you very much*
More questions.. is there possible to set brushes be solid for player/enemies collission box detection, but you can shoot through it bullets/projectiles? For example if I use transparent chain-link fence textures in my brushes, it looks silly that enemies can't see you or you can't shoot or allow them shoot through it. It should only block/blow up physical projectiles like grenades/rockets... that might be too much to ask when starting to think about it. Unless it's possible to code into game's logic.
I know about coding a bit, so it shouldn't be to hard for me to understand quake's logic. But haven't been touching those files at all, dare I even look into that's a better question*
 Reply 'Or It's A Problem With The Def Or FGD?'
#16458 posted by NewHouse [93.106.65.118] on 2016/05/20 21:20:29
It sure can be* I remember having no issues if I can recall when I used Quoth quake mod for example.. but I have to be sure about that first, it should be quite easy to test out.
 Re #16457
#16459 posted by mfx [78.55.13.60] on 2016/05/20 21:23:14
did the no_item_offset key work?
For fence-textured stuff, make this func_illusionary, and cover it later with clip brushes (those are brushes textured with the "clip" texture on ALL sides)
Should block player/monster movements and be still shot through.
 Reply 'Angles'
#16460 posted by NewHouse [93.106.65.118] on 2016/05/20 21:26:08
Thanks, what an nice idea - I will use it totally sooner or later*
 Re #16459
#16461 posted by NewHouse [93.106.65.118] on 2016/05/20 21:35:11
Yes it did.. clipping seems to work now.. I don't what I did work but now player moves smoothly near the iron bars.. what a relief ^^
 Re #16459 Sorry Grammar Mistakes
#16462 posted by NewHouse [93.106.65.118] on 2016/05/20 21:37:03
Yes clipping works now.
I don't know what I did, but it works now and player moves smoothly near the iron bars.. what a relief ^^
 Netradiant Compiling/Linux Question...
#16463 posted by total_newbie [91.64.57.43] on 2016/05/21 15:12:46
Don't know if this counts as a mapping question, but there's no Netradiant/general editor thread from what I can see...
I want to set up Netradiant from xonotic's git as an alternative to use alongside TB (xaGe kindly suggested it to me a lifetime ago, but other things got in the way in the mean time). Compiling things from source and using git etc. always tends to make my brain melt and once again I'm running into trouble and need help.
I've consulted the compiling instructions, according to which I need the following on Linux:
environment:
27 - gcc >= version 3.1 (preferably)
28 - GNU make
29 - svn >= 1.1 (some build steps use svn)
30
31 dependencies:
32 - gtk+ >= 2.4.0 (requires glib, atk, pango, iconv, etc)
33 - gtkglext >= 1.0.0 (requires opengl)
34 - libxml2 >= 2.0.0
35 - zlib >= 1.2.0 (for archivezip module)
36 - libpng >= 1.2.0 (for imagepng module)
This was already a bit puzzling to me, as these things seem to have slightly different names when I try to look for them in Synaptic Package Manager, but I think I now have everything in that list installed (plus possibly a few extra things).
I've done git clone git://git.icculus.org/divverent/netradiant.git and went into the "netradiant" directory, but now when I run "make" I get this output:
checking that the build tools exist
Checking for /bin/sh (bash (or another shell))... found.
Checking for echo (coreutils)... found.
Checking for echo -n (coreutils)... found.
Checking for cat (coreutils)... found.
Checking for mkdir -p (coreutils)... found.
Checking for cp (coreutils)... found.
Checking for cp -r (coreutils)... found.
Checking for rm -f (coreutils)... found.
Checking for rm -f -r (coreutils)... found.
Checking for mv (coreutils)... found.
Checking for echo test | tee /dev/stderr (coreutils)... found.
Checking for sed (sed)... found.
Checking for find (findutils)... found.
Checking for diff (diff)... found.
Checking for cc (gcc)... found.
Checking for g++ (g++)... found.
Checking for ranlib (binutils)... found.
Checking for ar (binutils)... found.
Checking for pkg-config (pkg-config)... found.
Checking for unzip (unzip)... found.
Checking for git (git-core)... found.
Checking for svn (subversion)... found.
Checking for wget (wget)... found.
Checking for ldd (libc6)... found.
All required tools have been found!
checking that the dependencies exist
Checking for glib/gutils.h (libglib2.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for libxml/xpath.h (libxml2-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for png.h (libpng12-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for GL/gl.h (mesa-common-dev (or another OpenGL library))... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for gtk/gtkdialog.h (libgtk2.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for pango/pangoft2.h (libpango1.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for gtk/gtkglwidget.h (libgtkglext1-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for dlfcn.h (libc6-dev)... found and links.
Checking for zlib.h (zlib1g-dev)... found and links.
make: *** [dependencies-check] Error 1
I've checked again, and the "not found" items are things I have installed, so I'm stumped. Should I "set PKG_CONFIG_PATH right!"? What does that mean?
#16464 posted by total_newbie [91.64.57.43] on 2016/05/21 20:44:38
Ok, so maybe I'm just an idiot and didn't install all the dependencies although I thought I had ...
Just installed a bunch more stuff, but "make" still gives me an error message. It's miles long and ends with
make: *** [contrib/bobtoolz/DPatch.o] Error 1
Anyone?
(I didn't post the full terminal output here since it's really, really long and I don't know which parts of it are relevant.)
#16465 posted by ericw [108.173.17.134] on 2016/05/21 20:53:05
(I didn't post the full terminal output here since it's really, really long and I don't know which parts of it are relevant.)
use pastebin.com or similar :)
The make error 1 line doesn't tell anything useful, unfortunately.
#16466 posted by ericw [108.173.17.134] on 2016/05/21 20:56:42
also I think this is the latest netradiant: https://gitlab.com/xonotic/netradiant
From looking at that readme, it looks like they've switched to CMake.
Yeah, the main trick is finding the debian package names.. which can take a bit of guesswork. e.g. the readme says you need GTK2, the corresponding debian package is "libgtk2.0-dev". Just use google when in doubt I guess.
 Thanks For Responding, Ericw!
#16467 posted by total_newbie [91.64.57.43] on 2016/05/21 21:31:53
Oh, never used pastebin before. And the output seemed a lot longer the first time around; now there doesn't seem to be that much of it. Anyway, here it is: http://pastebin.com/mPHdbjDv
#16468 posted by total_newbie [91.64.57.43] on 2016/05/21 21:42:49
From looking at that readme, it looks like they've switched to CMake.
Ah, so I've been following outdated instructions...
So I did cmake -H. -Bbuild -G "Unix Makefiles", and that did something, but now I don't know what I'm supposed to do next, or whether I was supposed to something else first... the readme doesn't make that much sense to me.
 Hmm
#16469 posted by ericw [108.173.17.134] on 2016/05/21 21:44:49
Seems the code is written for C++11 but the compiler is not expecting that version of C++.
you can try running: CXXFLAGS="-std=c++11" make
instead of just make
I would report it as an issue to the netradient devs though. Also, what is the output of: g++ --version?
 Cmake
#16470 posted by ericw [108.173.17.134] on 2016/05/21 21:47:50
After doing
cmake -H. -Bbuild -G "Unix Makefiles"
you should do this:
cd build
make
CMake generates the Makefile for building radiant in the "build" subdirectory. (when you run "make", it looks for a file called Makefile in the current directory).
#16471 posted by total_newbie [91.64.57.43] on 2016/05/21 21:55:53
g++ (Ubuntu 4.8.4-2ubuntu1~14.04.3) 4.8.4
Copyright (C) 2013 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
I'm doing
cd build
make
and something is happening...
 Success!
#16472 posted by total_newbie [91.64.57.43] on 2016/05/21 22:00:00
Thank you, ericw!
 Great :)
#16473 posted by ericw [108.173.17.134] on 2016/05/21 22:01:01
 Help For Mac
#16476 posted by Johnison Boa [186.105.114.247] on 2016/05/27 05:10:16
 Weird Compile Error
#16477 posted by Breezeep_ [100.1.249.19] on 2016/05/27 20:14:49
http://pastebin.com/4HZR5ycC
Not very sure how to find those bad faces in TB2. Anyone care to help?
#16478 posted by ericw [108.173.17.134] on 2016/05/27 20:50:37
Hm, the error message got a bit distorted from multiple threads printing at once.
The verts listed in the error will show you where the face is.. what I always do is create some point entity like a light, and paste in one of the verts from the error message. e.g. check out "1512.000 1300.000 488.000".
You should just need to reset the texture alignment on these faces, and that should fix the problem
 @Johnison Boa
#16479 posted by ericw [108.173.17.134] on 2016/05/27 20:52:10
copy the "qbsp" executable in your quake/id1/maps folder.
Open Terminal, and enter:
cd ~/Desktop/quake/id1/maps
./qbsp mymap.map
assuming your quake directory is on your desktop, adjust as needed.
 BSP (or Not).
#16480 posted by biff [99.45.86.4] on 2016/05/28 03:56:39
Working with Jackhammer on my new laptop, but I can't seem to get any compile progs to create a .bsp file (even tho the compile window says they are):
---- WriteBSPFile ----
17 planes 340
22 vertexes 264
6 nodes 144
16 texinfo 640
16 faces 320
12 clipnodes 96
2 leafs 56
16 marksurfaces 32
72 surfedges 288
37 edges 148
4 textures 38260
lightdata 0
visdata 0
entdata 323
1 warning
Elapsed time : 0:00
Peak memory used : 0.1 MB
** Executing...
** Command: C:/Program Files/Jackhammer/quake/vis.exe
** Parameters: "C:Program Files (x86)QuakeId1mapstestes"
Quake VIS Compiler (build Dec 11 2013)
------------ vis ------------
************ ERROR ************
Error opening C:Program Files (x86)QuakeId1mapstestes.bsp: No such file or directory
Any ideas?
 BTW.
#16481 posted by biff [99.45.86.4] on 2016/05/28 05:00:55
The proper slash grammar for the file (C:\Program Files (x86)\Quake\Id1\maps\testes) wasn't retained for some reason when I pasted that last post in.
 Oh Jesus God.
#16482 posted by biff [99.45.86.4] on 2016/05/28 05:01:37
It's still not doing it -- well, that's not a factor, in any case ;D
 Maybe It's Because Of The Spaces In The Path?
#16483 posted by SleepwalkR [87.146.33.6] on 2016/05/28 07:08:19
 Spaces?
#16484 posted by biff [99.45.86.4] on 2016/05/28 14:45:32
What, you mean with "Program Files", and whatnot? I didn't have a problem with that before.
 @ericw
#16485 posted by Johnison Boa [186.105.104.107] on 2016/05/28 15:10:23
Oops, sorry for later answer. Thanks for help
 Were You Also Using Jackhammer Before?
#16486 posted by SleepwalkR [87.146.33.6] on 2016/05/28 16:39:57
 When Portal Prt Files Go Wrong
#16487 posted by Qmaster [70.198.40.51] on 2016/05/28 17:27:07
Any idea why, on a ridiculously large map using bsp2, the map won't do vis properly saying there is a leak and drawing a portal line right through a solid face?
I tried the ol trick of a box around the whole level but it says there's too many verts.
Jackhammer
Txqbsp
Tyrvis
Tyrlight
Darkplaces
 Hrm
#16488 posted by Qmaster [70.198.40.51] on 2016/05/28 17:29:14
Sorry, using Tyrbsp for bsp2.
 Sleepy
#16489 posted by biff [99.45.86.4] on 2016/05/28 17:59:05
Yeah, I was using Jackhammer. Guess I could try compiling directly from the C: drive to see if that's the culprit in this case.
 Qmaster
#16490 posted by mfx [77.180.149.243] on 2016/05/28 18:32:56
Which hull is the leak in? If in hull 2, there is a good chance a clip brush over that brush (where the pointfile goes right through) will do the trick.
Else, rebuild that brush or change brushorder in the .map file(put it first), or or or..
 My Qbsp
#16491 posted by Johnison Boa [186.105.104.107] on 2016/05/28 19:23:11
In terminal I put mycd~/desktop/quake%folder/qspasm/Quake/MapID/maps/qbsp qf1m1.map and then not works :(
what I skipped?
 Johnison Boa
#16492 posted by total_newbie [91.64.85.121] on 2016/05/28 20:22:39
Looks like you put the two commands ericw gave you together by accident, maybe?
First, you need to type
cd ~/wherever/you/put/your/mapfiles
(this just means that you go to the directory where your maps are; "cd" stands for change directory. Don't forget the space after "cd")
and then
./qbsp thenameofyourmap
(This is to run the qbsp executable.)
All of the above is assuming you have the qbsp executable and .map file in the same directory.
#16493 posted by ericw [108.173.17.134] on 2016/05/28 20:43:31
If there's a space in the directory name you need to escape it with a backslash like:
cd ~/Desktop/quake\ maps/
or surround the path with quotes. Tab completion should do that automatically.
 Woot.
#16494 posted by biff [99.45.86.4] on 2016/05/29 05:24:38
Apparently relocating Quake to the base C drive took care of things. Odd that I had to do that, but as long as it works...
 I've Always
#16495 posted by Qmaster [70.198.40.51] on 2016/05/29 14:35:53
Have QUAKE directory directly under C to avoid "Windows cannot find directory C:\Program" during compile since because Windoze.
#16496 posted by lpowell [64.85.243.248] on 2016/05/30 07:55:25
I've had issues with maps not compiling using Ericw's tools as well, and I've found that putting the .map itself in the C drive fixes the issue right away.
Anyway, I'm having an issue with the vorelings in Quoth. They're tiny little critters, so I figured they'd be fine getting stuffed into a small hole and jumping out at the player as they walk by. No such luck, as they get stuck. The only workaround I've been able to figure out myself is to make a bunch of func_illusionaries around them so they can actually get out of the hole.
http://oi68.tinypic.com/m800n7.jpg
In that pic you can see the two small holes. The brush between them, as well as brushes sixteen units to either side of them and about 32 units above them are all func_illusionaries. This "works," as far as the vorelings' intended behavior goes, but it's far, far from ideal because shots and grenades go right through the illusionaries as well, and I could fit Quakeguy's entire body up there with a rocket jump. Is there a better way to pull this off.
 R_showbboxes 1 Is Your Friend.
#16497 posted by onetruepurple [213.227.95.72] on 2016/05/30 12:00:56
 Sizes
#16498 posted by Preach [77.99.55.146] on 2016/05/30 14:59:00
 Also
#16499 posted by DaZ [89.168.60.163] on 2016/05/30 17:59:17
you could use func_illusionary to make the holes appear smaller than they actually are, and allow the vorelings through.
 Lol
#16500 posted by DaZ [89.168.60.163] on 2016/05/30 17:59:41
nevermind I totally didn't read your post properly
#16501 posted by lpowell [64.85.243.248] on 2016/05/30 19:51:51
@onetruepuple - Very useful, thanks!
@Preach - That is very good to know.
 Why
#16502 posted by Johnison Boa [200.28.177.43] on 2016/05/31 02:36:31
I tryed enter:
/Users/usuario/Desktop/QuakeFolder/MapID/maps./"qbsp" Qf1m1.map
/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./"qbsp" Qf1m1.map
cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./qbsp Qf1m1.map
cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps/qbsp Qf1m1.map
and more.
I can`t qbsp, vis, light with tyran utils in mac, the binnaries are recognized as unix file...
#16503 posted by total_newbie [91.64.85.121] on 2016/05/31 03:33:50
Where is the file "Qf1m1.map", and where is the qbsp executable? Are they both in
/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps? Are you sure this is the correct path? If so, what you need to do is open a Terminal and type:
cd ~/Desktop/Quakefolder/Quake/MapID/maps
Press the "enter" key, and then type
./qbsp Qf1m1.map
and press the "enter" key again.
 Http://prntscr.com/bafryw
#16504 posted by Johnison Boa [200.28.177.43] on 2016/05/31 04:27:17
I have qbsp in maps folder, but this action too I was done
#16505 posted by lpowell [64.85.227.55] on 2016/05/31 04:38:18
Do doors not block light?
 No
#16506 posted by mfx [78.55.81.227] on 2016/05/31 04:48:42
all func_* (b_models) do not block lights.
you can set a key on them, shadow 1. with this they will cast shadows, but no dynamic shadows.
So a door that is closed will have a shadow, but opening it wont remove the shadow drawn.
Can look strange and all.
 Dont`t Care More My Qbsp :)
#16507 posted by Johnison Boa [200.28.177.43] on 2016/05/31 05:12:08
I downloaded ericw/tyrutils and now it works perfectly ;D
#16508 posted by lpowell [64.85.227.55] on 2016/05/31 07:31:22
@mfx That's also good to no. Fortunately I didn't need to implement shadow 1 after messing with the troublesome lighting. Lighting is hard!
 Help :O
#16509 posted by Johnison Boa [200.28.177.43] on 2016/05/31 23:39:12
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
#16510 posted by FifthElephant [82.21.157.236] on 2016/06/01 00:03:55
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
#16511 posted by Johnison Boa [200.28.177.43] on 2016/06/01 00:55:04
Ok, when release my game obligated to make a .pak.
 What I Put For Look In Intermission?
#16512 posted by Johnison Boa [186.105.72.17] on 2016/06/01 02:16:06
 No Reply, I Found It...
#16513 posted by Johnison Boa [186.105.72.17] on 2016/06/01 02:18:05
 The Eye Of Hurricane In My Map
#16514 posted by Johnison Boa [186.105.72.17] on 2016/06/01 06:15:37
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
#16515 posted by total_newbie [91.64.85.121] on 2016/06/01 12:49:49
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
#16516 posted by Johnison Boa [186.105.72.17] on 2016/06/02 06:17:51
I forget that I watched it in the map source
 Undoing Func Brushes?
#16519 posted by Daya [90.18.125.238] on 2016/06/03 12:08:44
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
#16520 posted by Bloughsburgh [75.151.243.225] on 2016/06/03 12:34:16
Or something similar.
I think that is what you are looking for?
 Yes It Is, Thank You!
#16521 posted by Daya [90.18.125.238] on 2016/06/03 13:39:22
 Visiblity Problems
#16522 posted by Johnison Boa [186.107.88.216] on 2016/06/09 01:45:38
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
#16523 posted by JPL [82.234.167.238] on 2016/06/09 11:02:48
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
#16524 posted by Johnison Boa [186.105.80.133] on 2016/06/10 00:50:23
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
#16525 posted by ericw [108.173.17.134] on 2016/06/10 01:19:56
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
#16526 posted by Johnison Boa [186.105.80.133] on 2016/06/10 05:00:57
thanks, the leak was deleted
 Details
#16527 posted by Johnison Boa [200.28.176.164] on 2016/06/11 06:14:43
Is necessary that the cd audio be 16 bits old?
I'm planing to make one for my mod...
 #16527
#16528 posted by Johnison Boa [200.28.176.164] on 2016/06/11 07:32:46
igonre "old"
 Two Bits More
#16529 posted by Izhido [181.194.213.65] on 2016/06/11 07:55:11
and he will be able to vote!
 Fast Vs Full Vis... No I Am Not "crazy"
#16530 posted by JPL [82.234.167.238] on 2016/06/11 10:09:36
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.
 .
#16531 posted by digs [136.169.133.247] on 2016/06/14 07:04:15
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?
#16532 posted by onetruepurple [95.160.159.80] on 2016/06/14 07:27:08
Make a copy of rubicon2 and put your palette in there.
 Onetruepurple
#16533 posted by digs [136.169.133.247] on 2016/06/14 07:47:03
Interesting idea. Thanks!
 Humble Suggestion
#16534 posted by ijed [201.223.48.116] on 2016/06/14 15:13:52
Why not make a copy of RRP instead? It's got all of Rubicon2 with a couple of extra tools and enemies, and is documented.
The only change to the original entities is the spawn, which has lower health and jumps less - although the reception was positive for this change.
It's not endorsed by Metslime of course, so if you want a clean Rubicon2 experience then maybe just stick with that.
 Ijed
#16535 posted by digs [95.105.63.41] on 2016/06/14 19:04:52
As far as I can remember, I played a little in the RRP, but I liked him. I will soon be playing again. And if it is more appropriate for my ideas, then I'll take it. Thanks for the idea
 Lighting Question
#16536 posted by Orl [73.10.210.162] on 2016/06/17 18:30:37
I'm a situation that has left me rather stumped. Instead of explaining it, I have provided an illustration of the effect I wish to accomplish:
https://i.sli.mg/1KtqKC.png
What would be the easiest, or most efficient way to achieve this, other than a huge number of anti-lights?
 Best Guess
#16537 posted by ijed [201.223.2.226] on 2016/06/17 19:20:57
A big invisible brick in the sky that blocks the sunlight. With that texture name that makes it not be seen, whatever it's called.
 Illusionary
#16538 posted by mfx [92.230.143.150] on 2016/06/17 20:05:43
shadow 1
skip textured
 Negative Lighting
#16539 posted by FifthElephant [82.21.157.236] on 2016/06/17 20:18:50
You can also make a big light at the bottom which has a negative light value.
 Antilight
#16540 posted by DaZ [79.66.140.62] on 2016/06/17 21:08:57
would be my choice for this also. Try different falloff and wait values and see what works. Using a brush to block the sunlight would make a very harsh cutoff to the light which it doesn't look like you want judging from the pic
 Was Thinking With
#16541 posted by ijed [201.223.61.206] on 2016/06/18 19:19:15
The fancy new sunlight tools and dirtmapping.
#16542 posted by Orl [73.10.210.162] on 2016/06/18 20:37:17
Looks like anti-lights are the way to go in this case. It will take longer, but will yield the best results. Thanks for the suggestions.
 Stupid Question:
#16543 posted by total_newbie [91.64.85.121] on 2016/06/18 21:11:01
What are anti-lights? Are they just light entities with a negative "light" value?
 Yep, Antilights = Negative Light Values
#16544 posted by ericw [108.173.17.134] on 2016/06/18 21:23:42
 Thanks!
#16545 posted by total_newbie [91.64.85.121] on 2016/06/18 21:56:01
 Gibberish In The Centre Of The World
#16546 posted by total_newbie [91.64.85.121] on 2016/06/18 23:50:00
#16547 posted by Rick [75.65.153.192] on 2016/06/19 14:00:27
I don't know if this is similar or not, but using Netradient weird things can happen with brush based entities like func_walls. Sometimes the brushes get removed but the entity remains and it's location gets set to 0, 0, 0.
I would periodically have go to the entity list to track them down and delete them because they'd be unselectable from any of the map views.
 Thanks For Responding, Rick
#16548 posted by total_newbie [91.64.85.121] on 2016/06/19 15:33:20
TrenchBroom doesn't seem to have an "Entity list", but what I've done based on what you've written is to have a look at the map in a text editor and also to open it in Netradiant (which I've recently installed but not really used; can't quite seem to grasp how it works).
In the text editor I can't see any brushes or entities that have 0, 0, 0 as their location.
The Entity list in Netradiant doesn't give me any coordinates: https://i.imgur.com/krNU15r.jpg Is that normal? Is not particularly helpful in this instance...
 Looks Like A Bug
#16549 posted by SleepwalkR [84.144.142.51] on 2016/06/19 16:54:02
#16550 posted by total_newbie [91.64.85.121] on 2016/06/19 18:03:58
A bug in Netradiant, you mean?
 How I Make A Counter Without Message
#16551 posted by Johnison Boa [186.105.79.142] on 2016/06/19 18:18:33
Because are 2 scourges, when they get death activates a door for an ambush.
 Me Noob #16551
#16552 posted by Johnison Boa [186.105.79.142] on 2016/06/19 18:25:21
I found it. No reply :P
#16553 posted by Rick [75.65.153.192] on 2016/06/19 18:26:10
In Netradiant, it's definitely a bug. I managed to figure out how it happens at one point but now I've forgotten. I use an older version of Netradiant, so it may be fixed now.
 Crossed Wires
#16554 posted by total_newbie [91.64.85.121] on 2016/06/19 18:36:30
Looks Like A Bug
In Netradiant, it's definitely a bug.
Hang on -- are we talking about the weird gibberish label I asked about initially (#16546), or the absence of coordinates in the Entity list sub-menu (#16548)?
 I Was Talking About TB
#16555 posted by SleepwalkR [84.144.142.51] on 2016/06/20 00:34:27
#16556 posted by total_newbie [91.64.85.121] on 2016/06/20 00:59:26
Ah, ok. If you don't mind, I'd like to try and clean up my map a little first and/or see if I can figure out how to reproduce it before I report it as a bug on github. So far it's happening only in this one map, and as I wrote earlier, I'm embarrassed to share it publicly -- and without it, I'm guessing you'd have too little to go on anyway...
 Problems With A Portal And The Reasons Of A Leak
#16557 posted by Johnison Boa [186.105.79.142] on 2016/06/20 02:18:31
"Reached occupant at (1152 576 -256), no filling performed.
Leak file written to Qf1m1.pts"
Is needed that the teleport and the teleport_destination are together in the same air area?
I got make a room closed, no windows and any type of hole. It's Down of the main floor and beside the portal teleport, separated by a wall.
I don't know if is by the cause of the point file.
If you don't understand, I make a copy of my map if you can look it
https://drive.google.com/file/d/0B_cXcnPByRp5aXE2T2prYVNrMDg/view?pref=2&pli=1
 You Can Also Send The Map Via Email
#16558 posted by SleepwalkR [84.144.158.55] on 2016/06/20 08:15:36
I probably won't even look at it, only the source.
 SleepwalkR
#16559 posted by total_newbie [91.64.85.121] on 2016/06/20 18:21:14
Ok, thanks. I'll get back to you on that; I want to try and clean up the map a little in the mean time (I know it's not necessary, but I'd feel better about it). Is the e-mail listed in your func_msgboard user profile the one I should use?
 Netradiant Question(s)
#16560 posted by total_newbie [91.64.85.121] on 2016/06/20 18:27:48
Might as well ask this now as well, while I'm here: can someone perhaps tell me how I can add texture wads to Netradiant? I can't for the life of me figure it out.
And on the topic of Netradiant, does anyone know of any decent tutorials for beginners, preferably focusing on Quake mapping?
 Kristian.duske@gmail.com
#16561 posted by SleepwalkR [84.144.158.55] on 2016/06/20 19:13:15
Also if you switch to Netradiant for Quake editing, I'd be super grateful if you write down your reasons why. That would certainly help me tremendously in improving TB.
#16562 posted by total_newbie [91.64.85.121] on 2016/06/20 20:19:37
Not planning to switch, although I would like to learn Netradiant at some point just so as to know a second (more traditional?) editor. TrenchBroom is the first level editor I've ever used, and I feel I'd understand the process better if I get to know it from a second, different perspective too (kind of like how when you learn an additional language, it helps you grasp the underlying structure of languages in general better).
I also think I'd be able to give you better feedback on TB if I have something to compare it to -- e.g. "x is easier to do in Netradiant, can you implement that in TB?" (like with the grid coordinates).
In any case, that's a medium-term goal; the short-term goal is just to at least be able to look at my maps in Netradiant for comparison.
If -- hypothetically -- I should switch in the future, then yes, I will let you know why.
 Right On
#16563 posted by SleepwalkR [84.144.158.55] on 2016/06/20 20:40:33
#16564 posted by Rick [75.65.153.192] on 2016/06/20 20:51:01
To add texture wads in Netradiant, just put them in the ID1 folder (where pak0.pak and pak1.pak are). It should find them automatically.
 Rick
#16565 posted by total_newbie [91.64.85.121] on 2016/06/20 21:35:29
Ah, thanks! That did it.
 Doors Are Driving Me Up The Wall
#16566 posted by total_newbie [91.64.85.121] on 2016/06/22 23:00:43
Ugh, I always have trouble with doors. I can never get two door brushes to slide in opposite directions. It always takes me forever to figure out what the angle value should be and it seems impossible to set two different angles (so that they don't just move together like one brush). Every time I edit one func_door's properties the other one changes automatically too.
My apologies for asking something that's probably been asked a million times before (it probably doesn't help that I'm really tired), but what are the correct values to give two func_doors to make them slide apart in opposite directions? Using TrenchBroom 2 Beta.
 "angle" "0" And "angle" "180" Respectively
#16567 posted by czg [85.227.145.43] on 2016/06/22 23:09:53
 Thank You, Czg
#16568 posted by total_newbie [91.64.85.121] on 2016/06/22 23:39:47
 Progs.dat
#16569 posted by Johnison Boa [186.107.95.25] on 2016/06/22 23:48:21
Is easy add new content to the progs.dat?
example: "progs/g_laserg.mdlLaser Cannon weapon_laser_gun" more or less this.
Also I Can add progs2.dat to directory?
 Johnison Boa
#16570 posted by metlslime [159.153.4.50] on 2016/06/23 02:31:38
you can only have one progs.dat (in normal engines at least) so you'll have to add the new content as new quakec files and then recompile all the quakec into a single new progs.dat.
 Door Angles, Cont.
#16571 posted by total_newbie [91.64.85.121] on 2016/06/23 17:11:01
Could someone please tell me what the correct angle is to let a door move directly downwards?
(Sorry for these questions, but I don't get what the frame of reference is for door angles -- I mean, if it's a 360 degree circle, I don't know on which axis that circle is. And I've seen negative and positive values as door angles as well, and I just find it all utterly confusing.)
 Up = -1, Down = -2
#16572 posted by czg [212.16.188.76] on 2016/06/23 17:17:53
The 360 circle is always laying on the floor, 0 points to the east. -1 and -2 are special cases that are converted to straight up and down.
 Thank You Once Again, Czg :)
#16573 posted by total_newbie [91.64.85.121] on 2016/06/23 17:26:14
I'm bookmarking this for future reference.
How does one know where east is in a map (apart from trial and error)?
#16574 posted by Shamblernaut [121.45.230.253] on 2016/06/23 17:30:34
jackhammer has an up or down option.
#16575 posted by czg [212.16.188.76] on 2016/06/23 17:34:31
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling, south is down towards the floor. East is always to your right and west is always to your left.
 Thanks, Czg
#16576 posted by total_newbie [91.64.85.121] on 2016/06/23 17:42:04
You've made things so much clearer.
 One Bonus Comment
#16577 posted by Preach [77.99.55.146] on 2016/06/23 19:12:30
Sometimes when you have a pair of doors they keep moving in the same direction, even though you've set different directions on each one. This is where you need to use the DONT_LINK spawnflag on the doors. You may also need to add a trigger_multiple to operate them to best effect.
#16578 posted by total_newbie [91.64.85.121] on 2016/06/23 19:21:23
Thanks, Preach.
To use the DONT_LINK spawnflag, do I literally type "DONT_LINK" in the "spawnflags" field, or is there a number that I should use? (TrenchBroom doesn't let you select it from a set of options as far as I can see; the "spawnflags" field is simply empty, so one would need to know exactly what to type there).
#16579 posted by ericw [108.173.17.134] on 2016/06/23 19:28:38
"spawnflags" is always a single number, it's the sum of the numbers corresponding to the flags you want. DONT_LINK=4
There are checkboxes in TB to set spawnflags (in both tb1 and tb2). Just under the key/value table.
 Oh, There It Is!
#16580 posted by total_newbie [91.64.85.121] on 2016/06/23 19:37:18
It appears once you click on "spawnflags". Thanks, ericw, I could've sworn I'd seen those checkboxes before, but thought they might have disappeared since the alpha builds or since TB1.
Thank you for also explaining about spawnflags being the sum of the numbers you want. Always good to understand what's happening even when you're simply clicking checkboxes.
 The Lava Weapons...
#16581 posted by Johnison Boa [186.105.105.221] on 2016/06/25 23:12:17
I added a "v_lava" to .fgd file, next I refresh the .fgd to TrrB, and the lava weapon looks weird; because appears with a lava nail in backside. When tested the map
I need to edit the model or something like that?
 Design Question
#16582 posted by Daya [92.155.130.53] on 2016/06/26 16:12:45
I feel like the only way I've been making levels so far is by making interconnected rooms with monsters in it, a la Painkiller/D44M, and it's no fun both as a mapper and player.
Any ideas on how to make more organic-looking maps while having interesting level-design? Is there something like a tutorial around Doom/Quake-like level design?
I know the basic gist of it is making loops back to the main path for keys and others but for the real meat of things I have no real ideas on how to make a map interesting gameplay-wise.
 Door Angles, Part 3
#16583 posted by total_newbie [91.64.85.121] on 2016/06/26 23:26:55
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling
That would make north-east 315 degrees, wouldn't it? I tried to make a func_door move directly north-east when viewed from the top, like this: https://i.imgur.com/NipUnja.jpg (that's not the func_door in question, of course; that's the default TB brush and is just for illustrative purposes).
So I set the angle at 315 degrees. However, in-game it moved north-west (at what I would have assumed to be 225 degrees).
So after some experimentation I stumbled across the angle that made the func_door move where I wanted it to move, which was 45 degrees.
Does that mean that in TrenchBroom, up is east? Or have I misunderstood something?
 The 360 Degree Circle Goes Counter Clockwise
#16584 posted by czg [85.227.145.43] on 2016/06/26 23:28:15
 Daya
#16585 posted by madfox [84.84.178.104] on 2016/06/26 23:46:38
While mapping I discovered it looks good when
an eight shaped looped interconnection is changed with lifts at both ends make some a kind of moebius ring.
Now I'm trying an escher map relativity
and I can't see in nor outside anymore.
 Czg: Aaa, Ok. Thank You.
#16586 posted by total_newbie [91.64.85.121] on 2016/06/26 23:47:47
And another question (sorry!), about setting the correct "lip" value:
I assume that if your func_door is made up of just one cuboid brush next to (or partly inside) another cuboid world brush, then "lip" is the number of Quake units of the func_door that sticks out of the world brush after it has opened. Is that correct?
Or is it calculated according to the size of your brush, so that e.g. a 32-unit-long brush with a "lip" value of eight will move 24 units?
What happens when the func_door moves diagonally?
#16587 posted by czg [85.227.145.43] on 2016/06/27 00:21:27
Or is it calculated according to the size of your brush, so that e.g. a 32-unit-long brush with a "lip" value of eight will move 24 units?
This is correct.
What happens when the func_door moves diagonally?
It tries to do the same thing, but it has some undefined behaviour that I don't really understand:
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
fabs is supposed to only operate on a single a float, but the result of vec3*vec3 is a vec3 I think? It does a per component multiply? Preach or someone will have to weigh in on this. I'm guessing it does the per component multiply, but fabs only returns the first non-zero component? This seems strange as hell to me.
Either way, the behavior with lip and diagonal movement is unpredictable, and I don't know anything except to just try different values until it looks right-ish.
 Thanks!
#16588 posted by total_newbie [91.64.85.121] on 2016/06/27 00:32:03
Either way, the behavior with lip and diagonal movement is unpredictable, and I don't know anything except to just try different values until it looks right-ish.
That's what I'll do in the mean time, then.
 Sv_startsound: Not Precached
#16589 posted by Pritchard [121.219.228.6] on 2016/06/27 04:37:59
Hi, this is probably an amateur mistake but I was having trouble finding solutions with the ol' Google.
http://puu.sh/pHkys/9f1da3acc7.jpg
I'm trying to make it so that when a monster dies in my map, a light turns on and reveals the location of a key needed to unlock a door. Everything works smoothly (monster dies, light turns on, pick up key, light turns off) except that the sound doesn't play!
http://puu.sh/pHkF2/8b308bd560.jpg Here's my entity setup in TrenchBroom.
As shown in the first picture, the game attempts to play the sound but fails because it isn't precached.
Does anyone here have any ideas as to how I might go about convincing the game to cache the sound, or if there's an error with my entity setup that's causing it to not cache?
Thanks!
#16590 posted by ericw [108.173.17.134] on 2016/06/27 05:02:12
The easy solution is to map for a mod like AD that contains an entity designed for playing arbitrary sounds when triggered, these will handle precaching the sound for you.
You're using a so-called "map hack" method; I'm not too familiar with them but there is a thread here about the topic: http://celephais.net/board/view_thread.php?id=37116
It sounds like the fix may be to include some entity that normally plays misc/trigger1.wav, and make sure it is above the info_notnull in the .map file order (may require checking with a text editor)
 Hackin'
#16591 posted by Pritchard [121.219.228.6] on 2016/06/27 05:41:37
Thanks for the quick response! I am indeed using a "map hack", specifically an attempt at this one: https://quakewiki.org/wiki/Map_based_hacks#Triggered_sounds
My map is very small and simple (it's my first map) and so I don't really want to expand its scope to include a mod like AD, but the solution of including an entity to convince the game to cache my sound was something I had in mind already.
Problem is, I have no idea what usually plays that sound! I mean, I'm familiar with the sound from my time playing quake, but i'm not sure which entity to use that will cache the sound.
At this point I am thinking of moving towards a different solution, having the game post a message to the player when the light turns on, but it would be nice to have a solution to this issue for future users of this forum...
#16592 posted by ericw [108.173.17.134] on 2016/06/27 05:58:31
Yeah totally understand not wanting to expand the scope to a mod like AD.
Best bet is do a "find in files" on the QuakeC source for that wav. Here is a download link.
Turns out a trigger_multiple with "sounds" "3" set will precache misc/trigger1.wav. In fact, I think you can just create a trigger_multiple as a point entity with "sounds" "3" and a targetname, and triggering it will play the sound? If that works you can avoid the complexity of the map hack :)
 Thanks!
#16593 posted by Pritchard [121.219.228.6] on 2016/06/27 06:19:00
I decided to go with the "show a message to the player" route with this particular challenge, but thanks for helping to solve my problem all the same!
:)
 Back So Soon?
#16594 posted by Pritchard [121.219.228.6] on 2016/06/27 11:38:47
Well, I had hoped I wouldn't be the very next person to come asking for help again, but here I am...
This time, it seems i've run into a bona-fide bug.
Here's the breakdown:
I'm trying to create an encounter with a shambler for the end of my map, and part of that involves having the lights black out for a moment as the shambler is revealed.
The first issue I had was that the textures I wanted to use for the lights were still "lit" when I switched the actual entities:
http://puu.sh/pHDkv/139eddb1e5.jpg
After a bit of headscratching, I came up with the solution of using two very fast door entities (99999 speed) to "switch" the brushes that had the lit and unlit versions of the texture on them.
This works great!
Except it doesn't.
Here's a breakdown of the two func_doors: http://puu.sh/pHDqA/67b33ae3ab.png
Normally, they're occupying the exact same space, but I split them up for that picture. Anyway, only SOME of them work properly!
Here's what happens ingame:
http://puu.sh/pHDxm/3fc7fcd6da.jpg (lights off)
http://puu.sh/pHDyw/c82a8bda12.jpg (lights on)
As far as I know, all of my brushes are identical, save for position in the map. But there are two of them that consistently don't appear with their lit versions!
I'm completely stumped on this, so any advice would be greatly appreciated. I can post the .map file if necessary.
 Never Mind...
#16595 posted by Pritchard [121.219.228.6] on 2016/06/27 11:42:48
Despite spending a good half hour agonizing over the problem, I never thought to check the console in-game.
It turned out that the doors were coming up with an error about being "cross-linked" or something, so I set the "don't link" spawnflag and now...
Everything is fine.
Sorry for posting without checking something so obvious before! D:
 Vector Algebra
#16596 posted by Preach [77.99.55.146] on 2016/06/28 00:44:14
 Clarification
#16597 posted by Preach [77.99.55.146] on 2016/06/28 00:46:10
When it's any other angle, you can guarantee the following: if one corner of the object bbox exactly touches the wall when the door is closed, the other corner of the bbox will protrude from the wall by exactly lip units after the door opens.
#16598 posted by czg [85.227.145.43] on 2016/06/28 01:43:47
vec3*vec3 in quake performs the dot product.
Holy shit I had no idea. I thought dot product just plain didn't exist in qc.
 Going Dotty
#16599 posted by Preach [77.99.55.146] on 2016/06/28 08:34:48
Yeah, it's really neat. You have to do the cross product by hand though...
One handy trick you can do with the dot product is skip calls to vlen in some cases. For example, if you want to know whether the vector offset is greater than 70, you can use the test
offset * offset > 70 * 70
This works because the dot product of a vector with itself equals it's length squared, and the inequality still holds if you square both sides.
You can't use it everywhere - radius damage from an explosion uses the exact length of the vector in the damage calculation, so vlen is necessary. But where you just need to test if the length is bigger or smaller than a target value, then this trick works well.
 #16585
#16600 posted by Daya [92.155.130.53] on 2016/06/28 09:57:27
...what?
 Ok, I Need Some More Help
#16601 posted by total_newbie [91.64.85.121] on 2016/06/28 15:57:20
I seem to be doing everything right, and yet the results are still not what they should be.
I've made four func_door brushes, with angles set at 45, 135, 225 and 315 respectively, following the counterclockwise circle with 0 degrees = east and north being up like in a real-world map. Everything looks correct in-editor; when I select the individual brushes, they have little arrows that all point in the appropriate direction:
TB2 screenshot
When I compile and run the map, though, the 45 degree door and the 225 degree door do what they should, but the 135 and 315 degree doors move TOWARDS one another, and only by a few units.
I've tried so many different things and I keep getting bizarre results.
I've uploaded both the map file and the compiled bsp to quaketastic (I hope it's ok that I used it for this?). It's just a simple test map with only a box room, an info_player_start and four simple func_door brushes, as I wanted just to show the problem. If one or some of you could have a look at it and help me diagnose the problem I'd be very grateful...
It's at http://www.quaketastic.com/index.php?dir=files/single_player/maps and it's called "angles.zip" -- for some reason when I try to link to it directly like so:
http://www.quaketastic.com/index.php?dir=files/single_player/maps/angles.zip
it doesn't seem to work...
#16602 posted by Rick [75.65.153.192] on 2016/06/28 20:55:02
That's very strange. I don't see why it would do that. I played around with it a bit also, but found no fix. One thing I did was set the angles to 0, 90, 180, and 270 and that worked exactly as you would expect.
 Some Math Explains It
#16603 posted by czg [85.227.145.43] on 2016/06/28 23:27:31
http://i.imgur.com/AISSXiE.png
Basically, the 45/225 doors calculate their movement lenght fairly correct, because their movement is parallell to the vector that stores the doors size, and when you adjust it with the lip it kinda looks correct.
The 135/315 doors though, their movement is perpendicular to the size vector, so the resulting dot product is zero. Subtract the lip and you get a net movement in the opposite direction of what you want!
The upside is then that you can use the lip to specify exactly how far you want it to move as long as you use a negative value.
Some simple trigonometry will let you calculate what distance it should move. (square root of width*width + height*height)
 #16600
#16604 posted by madfox [84.84.178.104] on 2016/06/29 07:30:19
design answer?
 Yup
#16605 posted by onetruepurple [95.160.159.80] on 2016/06/29 10:13:21
Listen to Madfox.
 Czg
#16606 posted by total_newbie [91.64.85.121] on 2016/06/29 12:31:02
Thank you, that explains it very clearly. I have to admit that I find it hard to wrap my head around all of the maths, but it'll hopefully sink in at some point. And in the mean time I think I understand enough to (more or less) know what's going on with those doors and how to deal with it.
Rick, thanks for looking at it too.
And Preach, thank you for the earlier post (#16596), which I've read a few times by now and still don't fully understand, but it's certainly explained very clearly on your part. Those links also help a lot for someone like me who doesn't know what things like "dot product" are. As with czg's post, at some point it'll hopefully sink in. :)
 CZG
#16607 posted by Preach [77.99.55.146] on 2016/06/29 22:47:26
Nice pictures, what did you make 'em in? I was thinking of putting something up on my blog about this, but I didn't have a good way of making the diagrams.
I tried to think of a way round the problem with the perpendicular case. One idea would be to try a "size" vector going between a different pair of bbox corners. I think if you play around with it enough you discover that you need to negate the component of the size vector wherever the movedir component is negative. The following should be equivalent:
fabs(size_x * movedir_x) + fabs(size_y * movedir_y) + fabs(size_z * movedir_z)
Sadly we don't get to use the dot product feature in this version.
 Hmm
#16608 posted by czg [85.227.145.43] on 2016/06/29 23:12:39
If you did a fabs on each component of the movedir and size vectors you could just dot them and use that to multiply movedir with to get the final result.
We're just using the fabs of the result in the original algorithm as well, so doing abs before dot should work. I think? Ideally there should be a vabs function?
As for the pics, I first tried photoshop, but then I realized I don't know how to use photoshop, so I did it in Modo. Making the figures took like four minutes, then fifteen minutes for figuring out how to add the text in photoshop, and then another 20 minutes figuring out how to do the vertical lines between the series. I hate photoshop.
 I Hate MicroStation!
#16609 posted by generic [67.233.133.11] on 2016/06/30 03:10:13
Just FYI.
 More Door Trouble
#16610 posted by Pritchard [121.219.228.6] on 2016/06/30 10:43:58
Is there something I'm missing here? I'm this close to finishing my map, but this one showstopper is really annoying me.
Here's a visual demonstration: https://gfycat.com/WaryRichEyas
See how the columns don't raise up until the shambler is almost entirely revealed? That's not what they're supposed to do. They share a targetname with the big door, shown in these two images:
http://puu.sh/pLd9y/35c6517ed9.jpg
http://puu.sh/pLda7/2d4b27959e.jpg
but as you can see in that short clip, they don't start moving at the same time as it.
To me, the worst part is the fact that at an earlier stage, before that area became quite as "scripted", they worked perfectly.
Now, it certainly seems like they're responding to the same targetname as the light textures (working well now, at least. The same ones I posted about earlier!), but they really shouldn't be.
Here's my setup for entities:
the super nailgun targets two trigger_relays
trigger_relay one has a 3.5 delay that is used to switch the lights and the column topper textures at the appropriate time
trigger_relay two has no delay and is used to start the descent of the big door and the ascent of the two columns.
Seems simple enough, but alas, it remains nonfunctional. At one point the doors were simply targeted directly by the supernailgun but I changed it to see if it made a difference (it didn't).
So, any advice? At this point, i'm starting to consider giving up and just letting players stand on the columns and get squished if they want...
#16611 posted by necros [184.151.190.133] on 2016/06/30 18:09:31
Door don't link?
#16612 posted by Pritchard [121.219.228.6] on 2016/07/01 04:17:19
I swore I had tried that.
Why is door linking the bane of my existence?
And can someone please explain how the damn thing works? It's given me no end of trouble...
 Chat?
#16614 posted by Pritchard [121.219.228.6] on 2016/07/01 12:22:42
I've been wondering, is there an IRC or other chat service room/channel that I can join for getting help with Quake mapping? I keep coming up with questions I want to ask, but I don't really want to clog up this thread with them.
 Ask Them Here.
#16615 posted by onetruepurple [95.160.159.80] on 2016/07/01 12:30:23
 IRC
#16616 posted by SleepwalkR [80.187.98.201] on 2016/07/01 13:44:50
#terrafusion on quakenet
For TB questions come to #trenchbroom
 #terrafusion Is Really Not Mapping Help Though.
#16617 posted by onetruepurple [95.160.159.80] on 2016/07/01 14:21:05
 Pritchard
#16618 posted by necros [172.98.67.94] on 2016/07/02 03:34:42
It'll link doors if their bounding boxes touch.
Thing is, it is not smart enough to recognize anything other than doors that open in opposite directions and it 'fixes' doors it thinks are not opening in the right direction.
whenever you're working with doors in close proximity, just put door_dont_link on anyway. in some ways, it's better even for doors that would normally link because then both doors will emit a sound instead of just one.
 Can I Find A Source For Scor.qc, Grem.qc, Etc?
#16619 posted by Johnison Boa [186.107.77.211] on 2016/07/03 07:42:29
I Need to make a new progs.dat with DOE & SOA features...
 #16619
#16620 posted by Kinn [86.190.136.228] on 2016/07/03 09:56:55
 Doors, Doors Doors...
#16621 posted by Pritchard [121.219.228.6] on 2016/07/03 15:58:35
At this point I think it's safe to say that func_door is my favorite func_... except for func_msgboard!
This question's probably been asked before, but searching this thread is a real pain. It's also really short:
How do I suppress/replace the message that a door that requires a key shows?
Hopefully this is possible...
 Changing A Cvar Using A Trigger.
#16622 posted by Matt the Czar [75.3.112.146] on 2016/07/03 21:32:39
I want to have a low gravity map like Ziggurat Vertigo, but unlike that map, I want it to be self contained. How do I change sv_gravity using a trigger?
 Only With A Mod
#16623 posted by onetruepurple [95.160.159.80] on 2016/07/03 21:44:58
Like hipnotic, Quoth or AD.
 Pritchard
#16624 posted by madfox [84.84.178.104] on 2016/07/03 22:46:07
Func_door has a message code that you can fill in as soon as the player reaches the door. It goes something like:
"classname" "func_door"
"message" "stop calling that key funtion"
 .qc Files
#16625 posted by Johnison Boa [186.107.77.211] on 2016/07/04 01:25:06
Can I put the .qc files directly to the progs.scr for combine mods in a progs.dat?
example: I add hipscor.qc and wrath.qc to a same progs.scr.
Also in monsters.qc is need to add their respective info?
 MadFox
#16626 posted by Pritchard [121.219.228.6] on 2016/07/04 02:16:37
I have already tried that, all it seems to achieve is that both messages are sent to the player, with the custom one only visible in the console. :(
#16627 posted by Rick [75.65.153.192] on 2016/07/04 03:27:06
The message key/string works for any door that requires external activation. However, you probably can't remove the default message for doors that require a key. It's part of doors.qc
http://www.gamers.org/dEngine/quake/Qc/doors.htm
It would be easy enough to change if you didn't mind having a custom progs.dat
#16628 posted by Pritchard [121.219.228.6] on 2016/07/04 06:26:54
Oh, how I love hardcoded messages like that. I guess i'll just ditch keys and trigger the doors instead. Pity, really...
 Qc Files
#16629 posted by madfox [84.84.178.104] on 2016/07/04 08:49:50
you can add several qc files to the prog.scr but chance will be there are strings that relay on eachother that prohibit the outcome of a progs.dat.
the compiler will send an error.txt or maybe in case if you're lucky not.
the missin pack qc are rather complex, I allready stumble in the usual one.
 Problem With Corrupted .MAP File In Trenchbrook
#16630 posted by nthrilla [98.125.168.72] on 2016/07/04 22:05:50
I was building a house in Trenchbroom, and it became corrupted somehow. I'm wondering if there is a way to recover it? I've tried running the file in other map programs to no avail. Link to the map file is here:
http://s000.tinyupload.com/?file_id=32718139104686950661
 Nthrilla
#16631 posted by Kinn [86.190.136.228] on 2016/07/04 22:16:40
yeah you got a bunch of "nans" on some texcoords for some reason - grab a fixed file here (i've just zeroed the nans, so you have to redo the texcoords on the affected brushes)
https://drive.google.com/open?id=0B74rZcw0hvZpa3U4dTEwLXk1WkE
 Nthrilla
#16632 posted by total_newbie [62.87.147.95] on 2016/07/04 22:52:55
I'm pretty sure SleepwalkR would be grateful if you reported it as an issue on the TrenchBroom github page: https://github.com/kduske/TrenchBroom/issues
By the way, were you using Valve format (I can't tell from the map file you uploaded)? I ran into an issue with "nan" unexpectedly appearing in my texture coordinates; sounds like it may be the same issue:
https://github.com/kduske/TrenchBroom/issues/1069
 Madfox
#16633 posted by Johnison Boa [186.105.67.76] on 2016/07/04 23:23:00
Ok, I get try to do it with careful.
In my case I using kurok, The files for the Progs.scr Needs to be in the same directory? Adding for example duck.qc to qc directory.
 Re: Problem With Corrupted Map File
#16634 posted by nthrilla [98.125.168.72] on 2016/07/05 01:05:45
Thank you! SleepwalkR also provided me with a clean file. The problems seem to have occurred when I duplicated some brushes. I'll have to do some experiments to see why it did that.
 Qc 's
#16635 posted by madfox [84.84.178.104] on 2016/07/05 02:06:06
The simplest way would be to add things like objects before the misc.qc and monsters after the ogre.qc. That's for the compiler you're using. Not had much trouble with it as long as the objects you're placing are standalone.
As soon as they become related to eachother, let's say the monster needs a weapon.qc tribute that isn't there you have to add it seperately.
I'm placing trees so I add a tree.qc just before the misc.qc and make sure ther's a tree.qc with the message for the corresponding tree.mdl.
Then it goes fine.
#16636 posted by Johnison Boa [186.105.67.76] on 2016/07/05 02:14:04
But I edit the misc and weapons qc's for seperately? Or it creates the defintion in weapons.qc by default?
 Http://prnt.sc/bowdn6
#16637 posted by Johnison Boa [186.105.67.76] on 2016/07/05 04:35:51
I lost some ammo, I just need to study about qc?
 Qc'ss
#16638 posted by madfox [84.84.178.104] on 2016/07/05 16:51:08
I add hipscor.qc and wrath.qc to a same progs.scr.
While doing that there are defs in both qc files that won't fit with eachother.
org duplicate definition ignored
Here you have a def of two shotgun types that can't go along with eachother so you have to hussle wich one does fit.
You can click on the green definition to show you where both definition misargue.
In this case you'll need to define new arguments for the TE_Explosion, ammu_shells1 rockets cells.
It's rather kinky stuff because as soon as you find the string another one starts calling.
I spend months to seek the head type the gremlin uses for the weapon change trick.
Couldn't find it as it is integrated throughout whole the code.
#16639 posted by killpixel [174.48.226.83] on 2016/07/06 01:26:57
which mod is wrath.qc from?
 Rogue AKA Shit
#16640 posted by onetruepurple [95.160.159.80] on 2016/07/06 01:37:53
 Derp :P
#16641 posted by killpixel [174.48.226.83] on 2016/07/06 01:39:46
thanks
 Qc'ss MF
#16643 posted by Johnison Boa [186.105.103.5] on 2016/07/09 19:17:25
ok
 Hipmodel.qc Progs.scr Location
#16644 posted by Johnison Boa [186.105.103.5] on 2016/07/09 19:52:31
in side of defs.qc or the side of items, world, misc.qc?
 Watch
#16645 posted by madfox [84.84.178.104] on 2016/07/10 02:34:37
 Watching
#16646 posted by Johnison Boa [186.105.103.5] on 2016/07/10 02:50:33
Is not in progs.scr, so not...
 Then What Are You Watching?
#16647 posted by madfox [84.84.178.104] on 2016/07/10 06:01:07
you downlaoded the hipnotic zip,
you unzip the qc.zip,
you'll find the package with the progs.scr
if you read it with an editor it ends up with the hipnotics.qc entities.
That is if you have the hipnotics.zip
 Yes I Have It
#16648 posted by Johnison Boa [186.105.103.5] on 2016/07/10 07:13:42
My progs.scr looks like this, but is not finished yet
../progs.dat
defs.qc
hipdefs.qc
frikbot/bot.qc
frikbot/bot_way.qc
frikbot/bot_fight.qc
frikbot/bot_ai.qc
frikbot/bot_misc.qc
frikbot/bot_phys.qc
frikbot/bot_move.qc
frikbot/bot_ed.qc
subs.qc
fight.qc
ai.qc
combat.qc
items.qc
hipitems.qc
weapons.qc
world.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
hipmisc.qc
ogre.qc
demon.qc
shambler.qc
knight.qc
soldier.qc
wizard.qc
dog.qc
zombie.qc
boss.qc
hipgrem.qc
hipscrge.qc
tarbaby.qc // registered
hknight.qc // registered
fish.qc // registered
shalrath.qc // registered
enforcer.qc // registered
oldone.qc // registered2
Where I put the hipmodels.qc?
 You Already Did Half
#16649 posted by madfox [84.84.178.104] on 2016/07/10 08:52:57
Be aware that the progs.scr is only the script that the compiler reads before starting compiling.
What I see is that you made a sommon of the qc files before knowing if they even will compare.
If you ask me where to put the hipmodels.qc you're already going with the hipgrem,hipscrge,hipsmisc,hipitems.
As you're not common with the qc files I would suggest first to compile the SoA progs.dat to see if the outcome goes well.
From there you can add new qc files to see what will happen.
 Shoot The Button Which Lowers "door/wall"?
#16650 posted by Newhouse [188.238.101.103] on 2016/07/10 22:48:59
How do I do that?
What trigger type the button has to be, and what type the wall/door brush has to be. Door acts like platform/elevator but it lowers only ones and stays there (wait -1). I haven't figured it out yet. Hopefully someone is more experience with this subject?
 Toggle The Door
#16651 posted by Preach [77.99.55.146] on 2016/07/10 23:07:48
The best option is to use a func_button, because it lets you use the button textures which change when the button is shot. func_button is quite simple to set up, you just need to set "target" with the same value as the "targetname" on the destination entity.
You got it right using a func_door for the moving wall. If you want it to move back up when you shoot the button again, Try applying the TOGGLE spawnflag to the func_door, and see if that helps. If you want it to close automatically after some time then set "wait" to a positive value.
#16652 posted by Rick [75.65.153.192] on 2016/07/11 00:00:51
And for the button to be shootable it needs to have "health" set to some amount. Setting it to 1 is usually good unless you want the player to have to use a lot of ammo to "kill" it.
 Light Tool Crash
#16653 posted by Pritchard [121.219.228.6] on 2016/07/11 09:02:15
Tragedy!
I sealed my map to test vis times and so on, and suddenly my light tool started to crash!
I'm using ericw's tyrutils v0.15.5, I tested with the original tyrutils and there was no crash.
Here's some evidence, if it helps anyone:
http://puu.sh/pXDTr/40c285c6ce.zip
http://pastebin.com/L7Vtx2m7
The zip file includes two versions of my .map, one which is unsealed and doesn't crash, and one which is, and does crash. There are also pictures showing what I changed.
The pastebin is an example of my console output when running qbsp.exe and then light.exe. When it reaches the "2." point, light.exe crashes, as shown in that log.
Does anyone have any advice on how to fix this? I've tried sealing the map in various different ways around there, which has lead me to believe it is not that specific spot that causes the crash, but rather some issue with the sealed bsp as a whole.
 Once Again ...
#16654 posted by JPL [82.234.167.238] on 2016/07/11 20:00:46
... we have found a lost soul.. So repent sinner, repent !! And read the Holy Quake Mapping Bible...
http://web.comhem.se/bjp/tooltips.txt
Hoped it helped :)
#16655 posted by Rick [75.65.153.192] on 2016/07/11 20:58:22
I don't think that covers a complete crash of the light.exe
#16656 posted by Rick [75.65.153.192] on 2016/07/11 21:10:19
For what it's worth, it worked for me. I'm not using the latest and greatest compiling programs on this computer though.
The 10 warnings from BSP are way more than I'd want to see.
TxQBSP 1.13 ( XT build 260513 ) -- Modified by Bengt Jardrup
-- Further mods by Baker, mh, rebb
-- Original Detail/Hint code by Alexander Malmberg <alexander@malmberg.org>
Inputfile: bad.map
Outputfile: bad.bsp
------ LoadMapFile ------
17422 faces
2633 brushes (0 detail)
325 entities
102 miptex
2261 texinfo
WARNING: No valid wadfiles in worldmodel
Building hulls sequentially...
Processing hull 0...
<snipped>
------ MergeAll ------
5576 mergefaces
------ FinishBSPFile ------
WriteBSPFile: bad.bsp
6930 planes 138600
17617 vertexes 211404
8593 nodes 206232
2261 texinfo 90440
15092 faces 301840
11659 clipnodes 93272
4631 leafs 129668
19642 marksurfaces 39284
68937 surfedges 275748
35710 edges 142840
0 textures 0
lightdata 0
visdata 0
entdata 36592
Skipped 0 surfaces
10 warnings
Elapsed time : 0:23.87
Peak memory used : 21.0 MB
_____________________________________________
---- light / TyrUtils ericw-v0.15.1 ----
running with 2 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
325 entities read, 144 are lights.
0....1....2....3....4....5....6....7....8....9....
Lighting Completed.
lightdatasize: 470313
7 switchable light styles
Writing BSP version 29
19.0 seconds elapsed
 It's Sorted Out
#16657 posted by ericw [108.173.17.134] on 2016/07/11 21:37:01
Pritchard emailed me the bsp, it was indeed a crash bug in light.exe (tyrutils-ericw 0.15.5), will fix in the next update.
 Warnings
#16658 posted by Pritchard [121.219.228.6] on 2016/07/12 15:21:35
I do wonder about those warnings. I ended up switching to the tyrutils qbsp rather than txqbsp, which a) makes the map compile a lot faster and b) gets rid of all of those errors.
Are they being suppressed, or is the tyrutils set just better at handling my shoddy brushwork?
Also, thanks again to ericw! He was really quick in replying to my emails. :)
 Encounters
#16659 posted by Pritchard [137.147.135.239] on 2016/07/16 18:06:54
Anyone got any good resources for designing good monster fights? It can be hard to come up with something unique each time.
 Look At Good Maps
#16660 posted by ijed [201.223.40.186] on 2016/07/16 19:49:48
With careful monster placement.
Anything by CZG is a good starting point.
 Although...
#16661 posted by ijed [201.223.40.186] on 2016/07/16 19:51:19
Start with Terra.
 Although...
#16662 posted by ijed [201.223.40.186] on 2016/07/16 19:51:19
Start with Terra.
 Sluggy Maps
#16663 posted by Kinn [82.132.214.110] on 2016/07/17 02:42:24
Seconding ijed. Sluggy's maps have the best combat pacing of anything I've seen in quake. 'Honey' being the high point imo.
 Honey Was Very Polished
#16664 posted by ijed [201.223.115.25] on 2016/07/17 09:06:45
But Terra had more experiments I think - more weird stuff just being tried out for the hell of it.
Thinking some more, Negke's speedmaps are full of oddities as well that might help get you thinking about placement differently.
#16665 posted by Rick [75.65.153.192] on 2016/07/17 15:58:57
Be sure to not forget a big final arena battle with at least three waves of monsters porting in because that's not been done to death yet.
 #16666...
#16666 posted by Izhido [181.194.213.65] on 2016/07/17 21:12:13
... the comment of the Beast!
 Help Me With Lights And Shadows? (Want To Get Proper Results**)
#16667 posted by NewHouse [188.238.65.80] on 2016/07/18 11:18:11
Hey!
Any good source information for advanced lighting and making shadows? I want to make really dramatic lighting to a iron bars, that shadows of bars shows really clearly on the other side.. simply just placing light entities right behind them doesn't do anything.. then I tried to capsule it inside two wall brushes that where attached to close to bar I wanted to focus on.. Light was weak and it wasn't long sharp, instead it tried to always be square (ball shape) maybe because it is spotlight and spotlights works that way.
What is the origin of the spotlight, is it the in middle of the entity box? Angle of the entity describes the direction where the light goes? What about light from top or bottom?
If I want to light get some help from temporary brushes I place around lights to give some wierd/interesting results.. is it possible to disable those brushes when the map starts? Does the effect of those brushes still exist, or will it not count them if using func_wall Toggle off for example?
Sky_texture reflects the light? If it possible to make it invisible too? How to actually use sky box to make shadows?
I'm really noob when it comes to quake lighting & shadows.. and I really want to learn how to make my upcomming map look good* I prefer using really dark/dramatic lights and dark corners but still having some contrast between scary/dark and playable/lighter areas without using too strong spotlights. I want to make lighting feel.. some what natural.
 Scourge Of Armagon
#16668 posted by digs [95.105.15.151] on 2016/07/18 11:55:33
Where can I download .ent file for Scourge of Armagon?
 NewHouse
#16669 posted by DaZ [79.66.140.62] on 2016/07/18 14:26:43
First of all you need to specify which light compiler you are using as this greatly affects the type of lighting you can create in Quake. I think everywhere here would not hesitate in recommending EricW's tools ( http://ericwa.github.io/tyrutils-ericw/ ) as they can create fantastic results.
Most of the questions you are asking are answered in the docs for the tools above, and you can see visual examples on the page as well.
As for creating some cool shadows on vertical bars, a good starting point would be simply raising the light value of the light entity so that the shadows cast will reach further. Then for more advanced and natural looking effects you can start messing with the wait and delay values (combined with reducing the light value) to get the desired effect.
 Digs
#16670 posted by madfox [84.84.178.104] on 2016/07/18 22:58:56
hope here is what you need.
 Oops
#16671 posted by madfox [84.84.178.104] on 2016/07/18 23:00:17
fgd is no ent file
 MadFox
#16672 posted by digs [46.191.140.150] on 2016/07/19 03:42:03
yes :) need ent
 Func_door With Elevator Move Sound
#16673 posted by Christian [91.20.116.86] on 2016/07/19 16:17:33
Hello,
just wanted to make an elevator moving downwards - so i had to do it with a func_door moving down. No problem.
But func_door uses different sounds than the elevator. I selected the default sound for an elevator in the func_door. This works, but Quake says that the sound isn't precached and an error message occurs.
Is there a way to eleminate the error message and to precache the sound file while map loading?
 Just Place A Regular Func_plat Somewhere Else.
#16674 posted by czg [212.16.188.76] on 2016/07/19 16:19:26
 Func_door With Elevator Move Sound *solved*
#16675 posted by Christian [91.20.116.86] on 2016/07/19 16:36:58
... just so easy ;D
Thank you!
 (Thanks For Previous Answers + More Questions)
#16676 posted by NewHouse [188.238.74.94] on 2016/07/20 14:51:00
Hi. Thanks for answering on those light/shadow and func_door/func_train questions.
Now I'm figuring out is there any way to set monsters tell the near monster that "I saw player, you wanna join the party?" & the answer is "yeah, sure!". Can monster give the other monster target or something?
Monster's that are flagged as "Ambush" doesn't receive that call but every other monster do, maybe?
#16677 posted by Rick [75.65.153.192] on 2016/07/20 16:30:00
Twenty years making Quake maps and I actually don't know for certain how ambush works. I think it's all sight based.
"Ambush" means the monster must actually see the player for itself before it will begin attacking.
If not set as "Ambush" then the monster will begin attacking if it sees another monster has noticed the player.
Also, you can use "target" > "targetname" linking to activate a monster by the death of another monster. This also works with other entities such as buttons, items, triggers, etc.
 Reply #16677
#16678 posted by NewHouse [188.238.74.94] on 2016/07/20 17:36:18
What are these attributes on enemy class:
deathtarget, angrytarget & target?
Is it possible to set "player" itself as a target, by giving it targetname or just using some certain name. I found only Quake 2 related article talking about combattarget/point_combat, not yet related to Q1.
I'm going to teleport enemies from the other location to the "combat area" but I want to be sure they attack the player immediate without seeing him. So is it possible to set attack player immediate? I'm using arcade dimension mod, but not sure about specs yet.
 Reply #16677 + More
#16679 posted by NewHouse [188.238.74.94] on 2016/07/20 17:54:29
Also it's been a while now, and I haven't seen figured out how to make monsters teleportation without sound. Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched. In Trenchbroom's editor's entity interface info_teleport_destination doesn't have special attributes for sounds.
Especially when trying to make it surprise, that sound kind of ruins it totally.
#16680 posted by Rick [75.65.153.192] on 2016/07/20 17:59:31
"What are these attributes on enemy class:
deathtarget, angrytarget & target? "
Those must be mod specific keys, because Quake only has "target". The names seem fairly self-explanatory, but you'll probably have to read the mod documentation for details.
 NewHouse
#16681 posted by ericw [108.173.17.134] on 2016/07/20 18:22:57
You want to set the following spawnflags on your monsters (from the AD readme):
spawnflag SPAWN_NOGFX = 32; // No spawn effect or sound
spawnflag SPAWN_DELAY = 64; // Will wait for trigger before spawning
spawnflag SPAWN_ANGRY = 128; // When spawning will be angry at the player
Also set a "targetname" and have something trigger the monster when you want it spawn in.
 Common Misconception
#16682 posted by Preach [77.99.55.146] on 2016/07/20 19:40:31
Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched.
This is a common misconception, in fact almost everyone thinks this is what it does first time. ericw has explained how to get the effect you want, but I thought I'd explain what the trigger_teleport flag is for. It disables the ambient (looping) sound that you hear when you are getting near a teleporter pad.
 Big Thanks~
#16683 posted by NewHouse [188.238.74.94] on 2016/07/21 01:06:42
Thanks for letting me know about those common features and now everything seems working just fine* it is good thing that the interface in TB2 also has hint messages when hovering those flags.
#16684 posted by Rick [75.65.153.192] on 2016/07/21 03:06:34
From reading ericw's post it sounds like AD can simply spawn monsters on demand. If so, this may be a better option for what you want to do instead of teleporting them in from somewhere else.
 So...
#16686 posted by ijed [201.223.46.140] on 2016/07/22 22:40:31
How are the cool kids capturing for youtube upload nowadays?
Fraps?
 Qc Details
#16687 posted by Johnison Boa [186.105.76.244] on 2016/07/23 01:05:31
Look the screenshot
What I need to change in the value "other.items2"? In general what I need to change with the unknown values in the compiler?
(If qc is so hard to me, who knows about who can help me to doing a HUGE progs.dat
 *
#16688 posted by Johnison Boa [186.105.76.244] on 2016/07/23 01:06:07
)
 Ijed
#16689 posted by Bloughsburgh [24.131.201.197] on 2016/07/23 02:09:54
I use Nvidia Shadowplay to capture game screens. I would probably use Bandicam, OBS, or the like if I used ATI.
Fraps always works but I find it to be so resource heavy.
 Qc Details
#16690 posted by spy [2.133.174.39] on 2016/07/23 07:32:41
you have to define/declare other.items2
there is no hipdefs.qc on your progs.src screens
or just put this
// have to use a new items flag because we ran out of bits in the original
.float items2;
inside your defs.qc (to the very bottom of the file)
 Textures In-The-Raw
#16691 posted by Qmaster [70.198.135.70] on 2016/07/23 17:01:18
Much as I love a good google search, my efforts are proving fruitless for what I am hunting for. Does anyone know of a place to download all quake textures in a raw portable format such as png, jpg, tga, etc.
 TexMex Can Export To Jpg And Tga
#16692 posted by czg [85.227.145.43] on 2016/07/23 17:26:58
Just open wad, select all textures, then file -> export
 Ah, Great
#16693 posted by Qmaster [70.198.135.70] on 2016/07/23 17:28:29
Easy sneezy
 #16690
#16694 posted by Johnison Boa [186.105.76.244] on 2016/07/23 21:42:22
oops, I removed that hipdefs.qc
 Digs
#16695 posted by madfox [84.84.178.104] on 2016/07/25 05:25:06
A small search for how to create ent files for quake ended here.
 Why Enemies Didn't Get Hurt By Gas/poison/fire, If They're Not Angry?
#16696 posted by NewHouse [188.238.126.81] on 2016/07/25 19:23:23
I use Arcade Dimension mod, using quakespasm engine. I made gas trap and placed the enemy near to it, let assume it is fixing it or something. I use button to activate it, trap starts shooting its gas/poison/fire but enemy doesn't get hurt, how to deal in this situation? I also used button that can be fired by shooting it, enemy reacts to a noise and turns around and dies to that trap.
 Big Problem
#16697 posted by komagame [151.16.123.130] on 2016/07/25 20:22:34
I've found that MHColouredLight(light.exe) does NOT work under win98se ! @#gulp#@
error: light.exe requires newer Windows version
Other light.exe(with colour) ?
thank
#16698 posted by Baker [50.4.45.41] on 2016/07/26 01:49:34
Really you are gonna post that?
And if your only computer is a Windows 98 computer ... don't you think you have more pressing problems than whether or not MHColorLight will run on it.
 Sv_touchlinks: Next != L-Next
#16699 posted by Rick [75.65.153.192] on 2016/07/26 02:55:26
What?
Fitzquake only problem?
 Hmm..
#16700 posted by Rick [75.65.153.192] on 2016/07/26 07:19:48
Sv_touchlinks: Next != L-Next
Well, I had to go back five revisions before I found a copy of the map where that odd message doesn't pop up.
It looks like it started when a specific door was added or the direction it opened was changed. What's really strange is that the message appears when I touch the trigger for a completely different door which has been in the map and working fine for years.
Another funny thing is that it doesn't happen every time. I can reload the map and go through the exact the same way and about half the time there's no message.
I'm pretty sure I've never run across this before. If it actually is just a Fitzquake bug, I wonder if I should just ignore it.
 Sv_touchlinks
#16701 posted by ericw [108.173.17.134] on 2016/07/26 08:31:38
I think it's an engine bug; there are some details here (sounds like you can trigger it in vanilla quake):
http://forums.insideqc.com/viewtopic.php?f=3&t=4920&p=45279&hilit=SV_TouchLinks#p45279
 Hmm
#16702 posted by Qmaster [50.45.23.39] on 2016/07/26 13:53:44
If I recall, that error occurs whenever you have two touching doors with one checked to "Don't link" and the other not.
#16703 posted by Rick [75.65.153.192] on 2016/07/26 15:23:33
After more checking it looks like it was changing the direction the new door moved that caused the sv_touchlinks message. I can live with that door moving up/down instead of sideways if necessary. It isn't really needed at all, it was only added to make an encounter a bit more interesting.
If I recall, that error occurs whenever you have two touching doors with one checked to "Don't link" and the other not.
I'll go back and look at this. The door that was added does indeed touch the pre-existing door which now causes the message when triggered. I normally check "door don't link" without thinking, but maybe I left one unchecked. The new door needs to move, but the older one just needs to go away. It could easily be a func_wall that gets killed.
#16704 posted by metlslime [107.77.109.57] on 2016/07/26 16:59:43
Btw this might be a Fitzquake 0.85 only bug, or at least you might get a different message in other engines. I would at least check quakespasm to compare
#16705 posted by metlslime [107.77.109.57] on 2016/07/26 17:00:26
Though a question: aside from the message do you get any broken behavior?
#16706 posted by Rick [75.65.153.192] on 2016/07/26 17:04:02
Okay, I was wrong. Changed the older door to a func wall and gave it a new name and brand new trigger_once killtarget. Now neither of those doors have a connection to the trigger that's generating the sv_touchlinks message. And the message is still appearing.
 About Win98
#16707 posted by komagame [151.16.112.103] on 2016/07/26 17:33:43
<BAKER> Obviously I have a "modern" pc too but I usually map on my Pentium2 at least for Quake.
So I really don't understand why mh-light.exe does not run on win98.. some ideas ?
Are there any colored-light.exe that could work ?
#16708 posted by Baker [50.4.45.41] on 2016/07/26 21:10:39
It probably has a trivial dependency on the Windows API that wasn't available in Windows 98 or requires a .dll that isn't available/can't be available on Windows 98.
It is really hard to compile something to ensure it works on an old platform that isn't used by an appreciable number of people.
I don't know when mh-light was compiled, probably in 2010 or 2011, but even 10 years ago Windows 98 was pretty scarce.
It is almost impossible to compile an executable today that would work on Windows 98 unless someone used tools of that era (i.e. Visual Studio 6) and tested it specifically on Windows 98 and almost no developer is going to have a such an old machine.
 Sv_touchlinks
#16709 posted by Rick [75.65.153.192] on 2016/07/27 02:27:26
I'm pretty certain I've found the problem.
This:
// entity 2025
{
"classname" "info_notnull"
"targetname" "NoMoreDoors"
"target" "SewerGate"
"use" "trigger_once"
// brush 0
...
}
Since it wasn't either of the doors, I looked at the other things fired by the trigger that was causing the message. The one above was added about the same time as the doors.
It's one of those "triggerable triggers" made from an info_notnull brush. I have no idea why it causes the problem. I have three more of those that have been in the map for years and they never did it.
I deleted it and was then able to start and restart Fitzquake and the map and reload the map multiple times and could not get the trigger to give that message.
Now I just have to figure out some other way of doing what the info_notnull trigger was doing.
#16710 posted by metlslime [159.153.4.50] on 2016/07/27 03:07:21
That makes sense now. FYI, the engine keeps a list of touchable entities. The bug you're seeing comes when the list is changed at an unexpected time. Creating a new trigger (using trigger_once spawn function) probably causes it to be added to the list. Not sure if there's a better or different way to do what you're trying to do.
#16711 posted by Rick [75.65.153.192] on 2016/07/27 03:55:49
Well, I haven't totally given up on it, but I'll leave it out for now. After all, there are three other "triggerable triggers" made from info_notnulls in the map that don't fire that message.
I was using it to open a door. The door is accessible very early, but not openable. After the player travels a long path around the map they would eventually pass the door again, at which time the trigger would fire and the door would open.
I can probably do something similar with a spikeshooter logic gate or a hidden button that's revealed just before the player arrives from their trip around the map.
#16712 posted by Rick [75.65.153.192] on 2016/07/28 00:06:50
I got the door working just the way I wanted using a simple logic gate. I was able to use an existing func_wall as the blocker, so all I had to add was the shooter and a button.
That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol).
 Off By 1
#16713 posted by Preach [77.99.55.146] on 2016/07/28 08:52:56
That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol).
That's an off-by-one error, but the incorrect part is the standard limit, which should be 255 models. A single byte can store 256 values, but the value 0 represents "no model", so one less slot for actual models.
It's also important to remember that the world itself occupies a model slot, so you're down to 254 useful model precaches. If you want to see some tricks on how to reduce the number of models you use, drop me an e-mail and we can work something out.
#16714 posted by Rick [75.65.153.192] on 2016/07/28 15:12:09
I figured as much, but I didn't actually count the models.
In an out of the way area of the map, not visible to the player, I added tiny func_walls until I hit the limit, then removed one.
Every time I add a real model, I remove one of the dummies.
I don't think I'll be needing to reduce the current model count. The map is better than 99% done and I'm just about sick and tired of looking at it.
Considering that I want the map to stay within the standard Quake engine limits, there's really not much more I can do at this point. Lighting, monster placement, and texture tweaks is about all I'll be doing from this point on.
 Qc Sad
#16715 posted by Johnison Boa [186.105.97.204] on 2016/07/28 20:37:21
I don't know how to fix and do strings an all about qc, so my second plan is do a barter.
Which forum can I visit to do a barter?
 Music For A Map <=> Custom Progs.dat
#16716 posted by Johnison Boa [186.105.97.204] on 2016/07/28 20:40:49
 Thanks Bloughsburgh
#16717 posted by ijed [190.153.191.194] on 2016/07/29 18:09:28
 Anybody Seen Any Good Wood Textures Lately?
#16718 posted by Rick [75.65.153.192] on 2016/07/29 20:25:40
I have a lot of wood floors in my map. The id textures are okay, but don't look that great when tiled over large areas. I tried to make my own, but I'm not real happy with the result.
 Rtex112
#16719 posted by onetruepurple [95.160.159.80] on 2016/07/29 22:20:06
#16720 posted by Johnison Boa [186.105.66.28] on 2016/07/30 00:59:59
I done 4 buttons, all 4 targets a trigger_counter that activates a secret, but when I tested the map with message the counter just worked with 2 of the 4 buttons.
I lost a value or something? Or is the hipnotic progs.dat?...
 I Love To Count
#16721 posted by Preach [77.99.55.146] on 2016/07/30 01:33:38
Yeah, you need to specify how many times the trigger_counter must be activated by setting the "count" value - in this case set it to 4. If you forget to set it then it defaults to 2, explaining what you saw in your map.
 Thanks, Preach
#16722 posted by Johnison Boa [186.105.66.28] on 2016/07/30 02:15:13
very useful for now and the future
#16723 posted by Rick [75.65.153.192] on 2016/07/30 02:58:16
Well, I was looking for something like wizwood1_8 except 128x128. About that color and about that simple. I've found a few that could probably be made to work, but that's something I was hoping to avoid.
 What I Did
#16724 posted by ijed [190.153.191.194] on 2016/07/30 14:22:34
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D
Even ended up doing quite a few blends and platform game style tiles of paths and stuff.
 What I Did
#16725 posted by ijed [190.153.191.194] on 2016/07/30 14:22:34
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D
Even ended up doing quite a few blends and platform game style tiles of paths and stuff.
 What Ijed Did
#16726 posted by onetruepurple [95.160.159.80] on 2016/07/30 14:25:56
Was take a post and duplicate it.
 Thats What I Did
#16727 posted by ijed [190.153.191.194] on 2016/07/30 14:30:14
 What I Did Indeed Do
#16728 posted by ijed [190.153.191.194] on 2016/07/30 14:30:24
 Warning 19
#16729 posted by brutecold [168.181.51.214] on 2016/07/30 17:41:45
Hello Guys I just started a map for the Jam 7 but I'm getting a warning, and I want to understand it.
the warning is:
"No entities in empty space -- no filling performed"
and online I found this explanation for it:
" Normally caused by not having at least one entity that is positioned far enough from solid
brushes. Move one of the entities further away from all walls. "
but I don't understand why would I need a entity in empty space.
Also hope I can finish a map this time, last jam I got too busy and gave up, this time I will try to finish the map even if I go over the deadline.
#16730 posted by Rick [75.65.153.192] on 2016/07/30 18:26:41
Do you have at least one entity somewhere inside the map?
#16731 posted by brutecold [168.181.51.214] on 2016/07/30 18:36:26
I have lights, player, items.
#16732 posted by ericw [108.173.17.134] on 2016/07/30 18:54:57
qbsp deletes parts of your map that are in the void, that's the "filling" step. It uses entities to know which side of your map is in the void and which is the interior, and also so if there's a leak, it can give you a pointfile showing the path from the void to an entity.
Move one of the entities further away from all walls.
The filling also happens on hull1 and hull2 (the expanded collision hulls), so after brushes are expanded, if all entities are covered up you'll get that warning.
#16733 posted by brutecold [168.181.51.214] on 2016/07/30 19:12:14
ok so, let me see if I understand, I dont need anything outside on the void? this warning is basically saying "nothing is leaking".
when I put something outside then I get the warning
"WARNING 10: Reached occupant at (288 288 1260), no filling performed."
thanks
#16734 posted by ericw [108.173.17.134] on 2016/07/30 19:20:59
Right, you don't want entities in the void.. the "Reached occupant" message means "you have a leak".
Still weird that you were getting that other warning in the first place. The "empty space" in the other warning is referring to the playable area of the map. Is it possible all entities were near walls? Try adding a light in the center of a room maybe.
#16735 posted by brutecold [168.181.51.214] on 2016/07/30 19:31:46
Ok, the room I made is kinda small and crowded so yes everything was near a wall.
So I made a very large box around the room and placed a light somewhere far from a wall, and the warning did went away :)
interesting so it got confused by everything being closed to a wall or its actually bad that I made everything close to a wall?
thanks
#16736 posted by Rick [75.65.153.192] on 2016/07/30 19:37:32
Entities are either points or models. The ones that are models have a "bounding box". The editor should show the box, which varies in size but most are 32x32x64. The outsides of the boxes need to be spaced away from walls, floors and ceilings. Usually 8 to 16 units are enough.
#16737 posted by Kinn [86.136.33.218] on 2016/07/30 19:38:01
Just raise your info_player_start up a bit until it doesn't get gobbled up by hull expansions.
I've never had this issue and typically I'll be mapping for a long time with literally nothing but an info_player_start in the map.
#16738 posted by brutecold [168.181.51.214] on 2016/07/30 19:44:49
The player was the only one touching the ground everything else is very near a wall, but not touching it.
I raised the info player just a little bit and the warning went away... So the info player should not touch the ground...
thanks :)
#16739 posted by brutecold [168.181.51.214] on 2016/07/30 19:51:16
the enemy I have on the room is touching the ground and no warning but if the info player touches the ground I get the warning. hummm I will give every entity some space.
Thanks this was really helpful !!!
#16740 posted by Rick [75.65.153.192] on 2016/07/30 20:13:33
Even if the enemy causes no warning, it could be stuck in the ground or wall and unable to move when the map is played. Also, items can "fall out of the map" if too close to the floor.
#16741 posted by brutecold [168.181.51.214] on 2016/07/30 20:20:23
yeah thats a good reason, I will give everything some space to avoid bugs and stuff, with other things like doors thats pretty much impossible but with every entity that I can I will do it.
Thanks for the tips :)
 (Quoth Mod) Misc_boxes "no Spawn Function For"
#16742 posted by NewHouse [188.238.66.228] on 2016/08/01 11:56:31
Hey.
I'm having issues when trying to place some bio/plasma/normal exploding boxes. None of them seems to have spawnflags attribute, so that must be the reason why my quakespasm console says that "No Spawn Function For:" for every explo box.
Maybe Quoth places them differently?
 Map Freezes To One Door
#16743 posted by NewHouse [188.238.66.228] on 2016/08/01 14:02:01
https://drive.google.com/drive/folders/0BwxYkKdSD855bmUwSVltWlJaZm8
What to do? Do I really always need to make geometry from the very beginning?
 No Spawn Function
#16744 posted by Rick [75.65.153.192] on 2016/08/01 18:00:01
That's basically Quakespasm saying it doesn't know what those entities are. Make sure you're starting it with the correct command line -game switch:
quakespasm.exe -game quoth
...or whatever the mod makers say to use.
 Also
#16745 posted by Preach [77.99.55.146] on 2016/08/01 20:17:06
Also make sure that the classname is spelt correctly, and that it's all in lower-case.
The quoth specific ones are:
misc_biobox_s
misc_biobox_l
misc_plasmabox_s
misc_plasmabox_l
The standard ones haven't changed name:
misc_explobox
misc_explobox2
Try one of the standard ones, and even if you don't load the Quoth mod they should work.
 Trigger_once
#16746 posted by Johnison Boa [186.105.95.206] on 2016/08/02 00:35:47
can I add a "target" and a "killtarget" to a same trigger?
#16747 posted by metlslime [159.153.4.50] on 2016/08/02 02:55:32
i don't think so, due to a bug in the original progs.dat
 Both Target And Killtarget
#16748 posted by Rick [75.65.153.192] on 2016/08/02 04:35:33
It's on my mental list of things to not do when editing Quake, so at some time I must have been unsuccessful trying it. What I do is add a trigger_relay with the same targetname and have it do the killtarget.
 Ok
#16749 posted by Johnison Boa [186.105.95.206] on 2016/08/02 05:21:35
 Fun Fact
#16750 posted by Preach [77.99.55.146] on 2016/08/02 08:40:07
If you fix that bug, then e4m2 starts getting glitchy behaviour. Nothing game-breaking, but you get a message that you've leaving without an important weapon...at the very point that you pick it up! Ah, compatibility issues.
 This Is Starting To Get Really Annoying..
#16751 posted by NewHouse [188.238.55.1] on 2016/08/03 17:40:41
https://drive.google.com/file/d/0BwxYkKdSD855Z1hnT2JTcWU1VWs/view?usp=sharing
I was like normally shooting inside in almost perfect cube and this happened. And that happened when using Quakespasm engine (the latest one also).
I tried to try out fitzquake but it didn't run on my windows 10 computer or something "this application stopped working"
I had darkplaces downloaded and tried that one, and it played out without this wierd stuck on floor bug/issue. But the gun kept shivering while moving, and I don't know why.
I'm using quoth mod for this specific jam map.
I tried out also map without quoth mod and using quakespasm.. and it seems that because there is no enemies "executioner (plasma gun soldier) or bob" I haven't been able to redo that bug.
Does it have to do something with physics? Because level layout is as solid as it could be and I'm sure about that. Because I have made more complex maps during my free-time and using AD mod having no such issues. I really hope there is something I could do to make this never happen or be possible.
 Newhouse
#16752 posted by Preach [77.99.55.146] on 2016/08/04 08:09:12
Two questions:
1) Which editor are you using to make the map?
2) Can you save the game after the bug occurs and upload the save file somewhere?
Using the latter I can check if you still have a trigger which is removing all the entities.
 Preach
#16753 posted by NewHouse [109.240.137.249] on 2016/08/04 12:35:57
I send you mail, I'm having still issues with that spawn bug.
 Replied
#16754 posted by Preach [77.99.55.146] on 2016/08/04 22:48:42
We need a plan b for the attachments...
 NewHouse
#16755 posted by Preach [77.99.55.146] on 2016/08/05 20:12:17
Are you still having trouble with all the entities getting removed? I sent you an e-mail yesterday but not heard back...
 Preach
#16756 posted by NewHouse [188.238.59.6] on 2016/08/07 15:02:30
After a while I couldn't reproduce that bug. Right when I removed killtarget fields and even replaced enemies by new ones - I received that same issue.
I switched to Ad mod and mapped about 2-3 days, and just a moment ago switched to quoth mod and couldn't get that bug anymore. So it seems everything works fine now.
Thank you for helping me to get over this issue.
 Preach
#16757 posted by khreathor [95.160.158.53] on 2016/08/07 17:03:33
What is the right way to start with Axe only?
"info_command_spawn" with "give s 0" is ok? Or there is a more elegant way?
 Item Control
#16758 posted by Preach [77.99.55.146] on 2016/08/07 22:21:14
Quoth doesn't specifically add support for changing the starting items on the player. What you've discovered there does have the desired effect most of the time, but it is a cheat command. Some engines (e.g. darkplaces) don't allow cheats unless "sv_cheats 1" is set before the map starts.
That's non-trivial to work around; because "sv_cheats 1" needs to be set prior to the map loading you can't just add it to the info_command_spawn string. If there's a skill select map before your map, then you could replace the trigger_changelevel trigger to your map with an trigger_command which performs "sv_cheats 1;map jam7_khreathor".
Bit of a shame it has this complication. Otherwise it is a neat way of doing it, and it would generalise to giving the player any combination of starting weapons/ammo without having to drop them on the spawn point which we saw before was perilous.
 Bummer...
#16759 posted by khreathor [95.160.158.53] on 2016/08/08 02:14:09
Maybe it's safer to use "BackpackTouch" with ammo_shells -25? I just don't know if there is an option to disable a pickup sound. Secondly you always advise to not use hacks in Quoth for future compatibility, that's why I wanted to get some "legit" way :)
 That's Worse
#16760 posted by Preach [77.99.55.146] on 2016/08/08 08:43:09
Already had some backpack hacks that broke, much less safe. Some things just aren't supported...
Is there really a need to remove those 25 shells? If you give the player a hammer and don't give them any more ammo or weapons, most of them will see it as the better option...
#16761 posted by khreathor [194.181.150.108] on 2016/08/08 13:33:22
I will rethink this. I have few enemies at the beginning and I want to kill them with enviro. That means player should not be able to kill them. But I can always place invisible walls, func_togglewall or something.
I like info_logic_inopen/insolid. Already used it for more complex doors and I have another crazy idea :D Just want to make sure everything is "hackless" and 100% legit with Quoth.
 Sounds Exciting
#16762 posted by Bloughsburgh [75.151.243.225] on 2016/08/08 13:40:01
You'll think of something khreathor, looking forward to playing!
 Spawning Health And Ammo
#16763 posted by khreathor [194.181.150.108] on 2016/08/09 15:34:52
There is no option to spawn health and ammo, like you can do with enemies? I just want to be sure, I have some workaround already ;)
I know you can respawn health/ammo in Quoth, but it would be cool to have this items invisible until triggered.
Btw. It would be cool to have info_multispawn generating enemies dynamically. Now when you set count to 100, it will add them to final monster count, so if you spawn only 5, rest of them will count as a not killed enemies. I guess it's not a trivial task to program.
 You Can Probably Do A Notnull Hack
#16764 posted by Qmaster [70.195.72.219] on 2016/08/09 19:00:29
Preach, you've shown before how any info_notnull could be turned into a custom ammo/health/armor. Can it be combined with the triggerable trigger hack to create spawnable goodies?
 Qmaster
#16765 posted by khreathor [194.181.150.108] on 2016/08/09 19:39:33
Ahh you probably don't follow our conversation :) I want to make hackles map, with entities supported by Quoth. In Quoth you can set health/ammo to respawn in MP-like style. What I would need is spawning on demand.
I did few ammo hacks, for example stealing ammo from a player. I think spawning ammo should be doable through notnull, but as I said, I'm looking for some legit solution :)
Now I'm just using invisible lift with quoth's respawn option :P
 ^
#16766 posted by khreathor [194.181.150.108] on 2016/08/09 19:40:56
Invisible lift with health on top, to be precise.
 It's Possible
#16767 posted by Preach [77.99.55.146] on 2016/08/09 20:23:39
The current accepted way to do it in Quoth is to use an <a href="https://tomeofpreach.wordpress.com/quoth/tutorial/info_groupspawn/2>info_hordespawn</a>. Set both "spawnclassname" and "spawnfunction" to the classname of the item you want to spawn. This will be supported in future versions of Quoth.
And yes, we know it's a bit clunky, the next version of Quoth will have much better support.
 That Should Have Been...
#16768 posted by Preach [77.99.55.146] on 2016/08/09 20:24:09
The current accepted way to do it in Quoth is to use an info_hordespawn
 It Works!
#16769 posted by khreathor [95.160.158.53] on 2016/08/09 21:42:40
I totally didn't thought too put there other classname than enemy ones.
 New Portal Was Clipped Away In CutNodePortals_r Near
#16770 posted by Qmaster [50.40.202.55] on 2016/08/12 03:22:13
What is the technical reason behind this warning?
I suspect it is this, though perhaps Tyrann, ericw, Baker, or Preach (the coding gurus I know of on here) could correct me. When the map is portalized, it gets sliced into 3d volumes called leaves (leafs?). Each leaf is then used for the vis calculation to know what gets drawn. I suspect that this warning occurs when you have the intersection of multiple generated leaves such that the intersection forms a new leaf out in the middle of empty space with nothing in it.
Is this correct?
 Leafs
#16771 posted by madfox [84.84.178.104] on 2016/08/13 18:11:46
First time I saw this warning was when I used a polygon to clip out another one.
I think it has to do with the way the map is divided into leafs.
I'm not a binair but I think it is a warning one of the vertices is openend for another space.
 Dangflabbit
#16772 posted by Qmaster [50.40.208.175] on 2016/08/13 19:06:08
I've been googling the past hour off n on and can't find the engine console code to do that.
#16773 posted by Rick [75.65.153.192] on 2016/08/13 19:32:33
Whenever I see that error I usually just move or change some brushes near the error message coordinates. Usually that will fix it. But not always. Sometimes with complex brushwork I've had to convert parts into a func_wall.
On the other hand, it's just a warning. Most of the time it's hard to find any actual problems that it's causing.
#16774 posted by ericw [108.173.17.134] on 2016/08/13 20:52:09
@madfox, that sreenshot doesn't show the leafs, that's just "r_showtris 1". To see the leafs you need to use darkplaces and "r_drawportals 1", or some editors can load the .PRT files.
When the map is portalized, it gets sliced into 3d volumes called leaves (leafs?).
Portalization is about reconstructing polygons that are the "portals" between adjacent leafs. This happens after the BSP tree is built, so the map is already sliced into leafs at that point.
My understanding of that warning is, the BSP tree structure indicates that there should be a portal here, but the clipping process (which is not exact) used to reconstruct the portal ends up clipping away the entire thing. So it probably is a very small scale error that you can ignore. I'm not totally sure though.
 The Biggest Trouble
#16775 posted by Johnison Boa [186.107.80.126] on 2016/08/13 22:25:44
In fte quakec development suite I'm compiling my famous progs.dat, I almost so ignorant about that theme, so my first solution was delete all qc's than I'm not using, as grapple.qc, hipdecoy.qc, holes.qc, etc. But every time compiling with hipitems.qc, mult_wpn.qc and more qc's, the holy TE_EXPLOSION have an error I don't know how to solve...
 Clipped Portal
#16776 posted by ijed [201.223.20.186] on 2016/08/13 23:48:23
As I remember it's pretty much what Eric says - a portal somehow ended up inside a leaf and therefore got removed. It's similar to 'leaf portals saw into leaf' and has no or marginal negative consequences.
Probably shouldn't even be a warning, just an 'info'.
Jonison - the files you deleted are still being told to compile by the list in progs.src.
Even if you remove them from there, most likely there are references in the rest of the code as well - see what the compiler complains about and then comment out /* */ the references one by one.
 It Worked!
#16777 posted by Johnison Boa [186.107.80.126] on 2016/08/14 01:04:56
I am adding /* */ to all errors, but to ALL qc fails of the progs.scr?
 Well
#16778 posted by ijed [201.223.20.186] on 2016/08/14 02:00:55
You could, but you're removing lots of code there - things will stop working.
I meant remove the files you deleted from src (so it doesn't try and compile things that don't exist) and then comment within the qc files anything that has dependencies elsewhere.
It's a surgical job - you can comment out entire files, or just odds and sods within them.
 Yes
#16779 posted by madfox [84.84.178.104] on 2016/08/14 10:22:40
there are a lot of console calls, I'm just thinking of developemode. Is there a start before other console notes work?
 Ok Ijed
#16780 posted by Johnison Boa [200.112.62.12] on 2016/08/14 23:14:04
 Teleports When Falling
#16781 posted by Bloughsburgh [24.131.201.197] on 2016/08/17 03:58:32
Is there a way around this?
I had "safety nets" as trigger_teleports at the bottom of the map in case of player falls. The ranger just falls right through the trigger. Everything is linked as it should. Is this a known issue or is there a workaround for this?
 Okay
#16782 posted by Bloughsburgh [24.131.201.197] on 2016/08/17 04:20:31
Having said trigger_teleports with targetnames renders them to only shoot off when triggered. I was hoping I could kill them off as map progress happened. Oh well!
 Suggestion
#16783 posted by Preach [77.99.55.146] on 2016/08/17 08:20:57
How about adding an overlapping trigger_multiple which activates the teleporter when the player touches it?
 Quoth-based Suggestion
#16784 posted by Preach [77.99.55.146] on 2016/08/17 08:42:39
Alternatively, if you're using Quoth, you could use the targetname2 field to name the trigger_teleport, which won't change the behaviour of the trigger but will enable you to killtarget it.
 Preach Strikes Again
#16785 posted by Bloughsburgh [75.151.243.225] on 2016/08/17 12:02:30
That is exactly what I did last night, I just didn't want to triple post haha. That is what happens after "jamming" for many hours in one sitting I guess! The trigger_multiple works perfectly and since they area already in place, I'll just keep it that way.
It is nice to know someone would have came up with the solution if my brain didn't' attempt one final push last night!
 Another One
#16786 posted by Bloughsburgh [24.131.201.197] on 2016/08/17 21:56:15
Any way to killtarget a func_illusionary?
Want to pass through a transparent field that "turns off". I have the transparent field as a func_illusionary so I can pass through it.
I have a work around that uses a func_wall and the kill trigger is just a few units before passing through the field. At this point, I am just curious.
 Method In Quoth
#16787 posted by Preach [77.99.55.146] on 2016/08/17 22:53:15
In Quoth, you can change the classname to mapobject_custom and it should work the same but with the ability to killtarget it.
 You Monster
#16788 posted by Bloughsburgh [24.131.201.197] on 2016/08/18 00:06:26
Again, works...no questions asked. Thank you, it is much easier than to do the func_wall hack.
Okay, on a roll another one:
Kill a play_sound? I searched and found to toggle a sound by playing a null.wav on the same channel, but what about flat out ending the sound.
Example:
Object emits a sound, if you pass through it the sound will stop. There would be multiple instances of this object throughout the map. If this can't be done it is not a big to do, I can work without it.
 Undocumented Feature
#16789 posted by Preach [77.99.55.146] on 2016/08/18 00:41:06
What you need is a feature of play_sound_triggered which wasn't written up in the tutorial (until just now!). You need to set spawnflag 1 to make the sound toggle. You also need to set a wait value, so note the workaround in the article if you are using a sound file which loops by itself.
 Great
#16790 posted by Bloughsburgh [24.131.201.197] on 2016/08/18 01:12:45
Thanks Preach, that worked. Another hurdle I found is I need to trigger those sounds when semi-close to the source or it will cease to play. I remember that issue with the waterfalls way back when.
Easily done though.
 Fitzquakez Issue
#16791 posted by komagama [151.30.217.43] on 2016/08/19 13:01:43
Hoping it fits in this topic.. I have to say that all Fitzquakes do not work with Minigl 3dfx drivers .
I need that because I play Quake on a rather old pc and need those extra-frames !
 N00b Question
#16792 posted by Mugwump [80.214.118.24] on 2016/08/19 13:43:03
Hey there, I'm currently finally learning how to map thanks to the awesomely user-friendly program that is Trenchbroom and I'm having trouble using Necros' compiling GUI. I've set my working folder to trenchbroom\maps and my output folder to quakespasm\id1\maps but when I compile a map, it stays in my working folder and isn't copied to my output folder, which prevents me from testing it right away. I have to copy the bsp into my game folder, run the game and then load the map all manually, which hampers my productivity and makes trial-and-error quite a chore. What am I missing?
 Map
#16793 posted by Bloughsburgh [75.151.243.225] on 2016/08/19 13:49:29
Did you specify your map file in the working folder? I don't have the program open right now but you need to tell the GUI the actual map file you are using as well...not just the path to where the map is located.
 Source Map
#16794 posted by Bloughsburgh [75.151.243.225] on 2016/08/19 13:50:52
It is under the source map section of the GUI, below the LIGHT section.
#16795 posted by Mugwump [80.214.72.38] on 2016/08/19 14:05:34
Yes, the map name is specified in the source map section.
 Hmm
#16796 posted by Bloughsburgh [75.151.243.225] on 2016/08/19 14:13:48
Maybe check permissions on the map path?
Could you share a screenshot of your GUI setup? I can't pinpoint an obvious issue.
#16797 posted by Mugwump [80.214.118.179] on 2016/08/19 14:44:28
Check permissions on the map path? I don't quite get what that means or where to look. I'm no computer whiz and I need things to be user-friendly. Also, currently my only internet is on my phone so it would be difficult to share screenshots.
#16798 posted by Rick [75.65.153.192] on 2016/08/19 16:14:57
I think since Quake writes save games into its own folder that pretty much anything else should have access also.
#16799 posted by Rick [75.65.153.192] on 2016/08/19 16:20:33
Also, could you just use the maps folder for the .map files in the first place? That's how I've always done it. Well, sort of.
 Maybe It's Not Copying It Because It Fails Vis Or Light?
#16800 posted by khreathor [194.181.150.108] on 2016/08/19 16:20:34
Copying to output destination is final step, maybe when it fails one of the previous steps, it never executes copy command and bsp stays in working directory?
Just a guess...
#16801 posted by Mugwump [80.214.74.36] on 2016/08/19 16:37:30
No, no step failed AFAIK. Anyway, I uninstalled Trenchbroom, cleaned my registry of all TB entries, made another clean install of Quakespasm at the system root with only the engine and the pak files, reinstalled TB, Tyrutils and the GUI and now it works like a charm. Don't know exactly what happened but I'm suspecting that a mod screwed my previous QS install because I was also getting odd crashes when playing. Now on to mapping! Thank you guys for your replies.
 If On Windows
#16802 posted by Qmaster [70.195.72.123] on 2016/08/19 18:32:59
Run as admin. J.A.C.K is known for not compiling properly without admin rights set.
 Wait I've Got It
#16803 posted by Kinn [86.128.231.129] on 2016/08/19 21:15:52
J.A.C.K. = Juicy Arsed Cock Knights ?
 Mugwump
#16804 posted by SleepwalkR [93.209.90.218] on 2016/08/19 23:54:33
If you run into the issue again, and can reproduce it, I would appreciate a bug report. The compilation feature is still new and I wouldn't be surprised if there are problems with it.
Thanks for using TB.
#16805 posted by Mugwump [83.202.20.119] on 2016/08/21 00:47:47
@Qmaster Thanks but I'm using Trenchbroom, not J.A.C.K. (boy, this new name for Jackhammer is really way too reminiscent of Contract J.A.C.K. - to the point that one has to wonder if it's on purpose). Plus I'm still on good ol' WinXP so I don't have this admin issue.
@SleepwalkR Will do, but I'm fairly positive it was a mod issue. Also, as I said I've used Tyrutils & Necros' GUI to compile. I wasn't aware you had implemented a built-in compiler. I'm using an old version of TB that's been sitting on my HD for a while. Yeah I know, I should upgrade...
I did encounter a strange bug though: I've tried to tweak a light with a color parameter but I didn't know my shit and I input a value without knowing if it was valid or not. It didn't work so I deleted that light but it must have done something to my map because after that, each time I compiled in Necros' GUI it created a .lit file along with the .bsp that wrecked my lighting in the whole map. I had to go back to a previous autosave (thanks for this feature BTW, I didn't feel like starting this map over from scratch) to get things in order again.
Besides that, your program rocks, it's just awesome! I've tried using WC or Radiant back in the day but I was put off by the complexity of the tools. TB is really super intuitive and after 20 years, I'm finally making a map that contains more than one empty room! One thing though: as others have noted, I'd really like to be able to use traditional FPS controls to move around in my map, using mouse scroll is pretty weird and just not as handy. Speaking of mouse scroll, it would be cool if we could use the mouse wheel when in the texture manager instead of having to drag the scroll bar. BTW, is there a way to export my prefabs for later use? I didn't see any option for that in the menus.
@everyone here: is there somewhere on the net some kind of repository of usable prefabs under CC/GPL? Stuff like doors, teleporters, staircases etc... that I could use and/or modify without having to build them from scratch? Especially doors since I'm still getting used to building architecture and haven't wrapped my head around using triggers yet.
#16806 posted by Mugwump [83.202.20.119] on 2016/08/21 06:35:37
Also, how do I make a directional spotlight? All my light sources are diffuse by default and I don't know the variable parameters. I've been looking for a comprehensive Trenchbroom tutorial but to no avail. Even the official documentation is more of a beginner's guide than anything, it doesn't delve into the specifics.
 You Should Really Upgrade
#16807 posted by SleepwalkR [87.146.53.6] on 2016/08/21 07:32:29
 That's The Plan
#16808 posted by Mugwump [80.215.247.51] on 2016/08/21 12:02:47
Yeah, I've just DL'ed the latest build. I was actually using the "last stable build", v1.16. I remember picking that one precisely because of "last stable"... I've always been wary of betas. Judging by your reply, I guess the new version will answer most of my questions. Do I need to uninstall the previous first or can I overwrite?
What about the prefab repository? I did find one with pretty cool stuff over at Quaddicted but the links to the files seem to be dead...
 Don't Overwrite It
#16809 posted by SleepwalkR [87.146.53.6] on 2016/08/21 14:01:33
And no support for prefabs atm.
 AAAAAAAAARRRGGHHHHH!!!!!
#16812 posted by Mugwump [80.215.247.51] on 2016/08/21 15:34:01
So I couldn't wait for your reply and installed the latest build (and before you ask, I did NOT overwrite) but it doesn't work. Something about TB not being able to find a GetThreadId entry point in kernel32.dll (not sure if the wording is accurate, I translated the error message from french). This version DOES support WinXP, right? That's what your website says.
@the anonymous person above who thinks an IP makes a good alias Yes, than you very much, that's really helpful. Jeez... That's how I found the page with non-functioning links BTW. Asking you guys is not about laziness to do the research myself, it's about getting valuable advice from the masters of the trade. I guess I won't get that from you. Anybody else?
 Also...
#16813 posted by Mugwump [80.215.247.51] on 2016/08/21 15:38:50
And you had to post that twice? Wow, that's dedication in uselessness!
 Mug
#16814 posted by Bloughsburgh [24.131.201.197] on 2016/08/21 16:58:51
Those 2 posts were spam posts, not someone telling you to use Google.
We get them from time to time.
#16815 posted by Mugwump [80.215.247.51] on 2016/08/21 17:05:42
Oh, OK, my bad then. They weren't flagged as spam and I've noticed people here sometimes reply with titles only.
 XP
#16816 posted by SleepwalkR [87.146.53.6] on 2016/08/21 18:50:06
It should work, but it's no longer officially supported since it's discontinued by MS. I test all releases under Windows 7.
 Please File A Bug On Github.
#16817 posted by SleepwalkR [87.146.53.6] on 2016/08/21 18:52:24
If it's easy to bring back XP support I'll do it. But I doubt it.
#16818 posted by Rick [75.65.153.192] on 2016/08/21 20:19:29
Is there some reason why you can't just switch to Windows 7? It's really the only decent version of Windows.
#16819 posted by Mugwump [83.202.85.62] on 2016/08/22 00:37:22
@SleepwalkR Will do but if it's too much work you don't need to go the extra mile for little ol' me. It's a matter of weeks anyway before I upgrade to 7. I've been waiting to get a new HDD (or possibly a SSD) to make the switch. In the meantime, I'll test earlier builds. Worst case scenario, I'll have to make do with v1.16 until then. No biggie, I can still get acquainted to the methodology of mapping.
@Rick Like I was just saying to SleepwalkR, I will have to eventually, and soon. It's not like M$ are giving me a choice recently, anyway... But though 7 is good, so has XP been for a loooong time. I was perfectly fine with it and thanks to the continuous support of the OS by the developers concurrently to 7, I didn't feel the need to learn a new one just because. Why change what works, right?
 By The Way...
#16820 posted by Mugwump [83.202.85.62] on 2016/08/22 01:22:00
"And no support for prefabs atm." This means it's gonna come eventually? How soon do you think it will be?
Oh well, I suppose it's still possible to kinda save/load prefabs if I store them in a .map, make copies of it and load one to build a new map, and when I'm done I can delete the prefabs from the map to leave only the actual map.
 When I Get To It
#16821 posted by SleepwalkR [93.209.93.90] on 2016/08/22 07:07:29
Can't get any more specific than that.
 Fair Enough
#16822 posted by Mugwump [80.215.242.54] on 2016/08/22 08:54:31
A quick question regarding some acrobatics I'm setting in the map I'm working on: how high can the player jump? I've tried googling the info but all I get are references to rocket/strafe jumping and that's not what I need.
 Really Quick And Bad Test
#16823 posted by Pritchard [121.219.4.122] on 2016/08/22 11:08:40
I just made some quick tests in Trenchbroom and I could jump up to a pillar that was 43 units high, starting pressed right up against it and holding W.
Very scientific, I know.
 Hah!
#16824 posted by Mugwump [80.215.74.160] on 2016/08/22 13:02:41
Thanks Pritchard. There should be some sort of list gathering this kind of info, very useful for game design.
 Mug
#16825 posted by Bloughsburgh [75.151.243.225] on 2016/08/22 13:06:14
It is true there isn't a one stop place in terms of documentation but I will share with you some places I used to learn a lot of stuff:
https://quakewiki.org/wiki/Entity_guide
http://www.bspquakeeditor.com/tutorials.php
And honestly, click "ALL" for this mapping thread...wait for it to load and then do a "find" on the topic you are asking about. Chances are, it has already been asked at some point!
Good luck!
#16826 posted by Mugwump [80.215.74.160] on 2016/08/22 13:21:41
Thanks Bloughsburg. It can be a tough job sorting through all the bits and pieces scattered here and there to find THE thing that you need. Sometimes it's a lot easier and faster to just ask straight up. Kudos for the links, I'm sure they're gonna be tons of help.
 Understand
#16827 posted by Bloughsburgh [75.151.243.225] on 2016/08/22 14:10:40
I understand what you mean, I was intially frustrated by the scavenger hunt one has to follow. At the same time, future mods and such are updated quite well.
In terms of AD or Quoth one just has to look at the entity definition file or a dedicated website tutorial for the latter.
If you need assistance, don't hesitate to ask and we will try to help you. Always nice to see new potential mappers!
 Time For A Question Of My Own...
#16828 posted by Pritchard [121.219.4.122] on 2016/08/22 14:55:32
I'm not very hopeful with this one, to be honest. It seems like everything in Quake obscures monster vision.
Basically, is there a way to make the quoth func_breakable "invisible" to monsters? I want an eddie to be able to shoot at the player through the windows of a room he's in, but of course he won't since he thinks they're solid walls.
I'm pretty confident this can't be helped, but I'd love to be proven otherwise.
 Make A Func_illusionary
#16829 posted by spy [95.56.124.106] on 2016/08/22 16:32:56
 You're Out Of Luck
#16830 posted by onetruepurple [213.227.95.2] on 2016/08/22 17:03:09
AD can do this just fine, but then you don't have an Eddie.
 Just Try It.
#16831 posted by Graf Frag [77.180.5.41] on 2016/08/22 22:42:18
with func illusionaries/trigger_once and health set on them/killtargeting alpha func_walls and some clever scripting which is prone to breaking for speedrunners and the like.
But i'm sure it can be done even in quoth.
#16832 posted by Mugwump [80.215.72.127] on 2016/08/23 00:24:42
What's with everybody and their aunts adding Edies in their maps? The dude belongs in Q2, he doesn't fit at all in Q1 IMHO, not even in base maps. Quoth's lovecraftian monsters do, but they seriously need to be better animated.
 Edward
#16833 posted by Bloughsburgh [24.131.201.197] on 2016/08/23 00:38:22
I like to use him as a mini-boss or key guardian. He fits well if you imagine the enforcer's and grunts engineering a secret weapon or so. Anything can fit if you build the story.
What I like about Eddie is that he can fit not only in Base but also otherworldly maps.
 Inspiration
#16834 posted by Preach [77.99.55.146] on 2016/08/23 00:46:02
 Eddie
#16835 posted by FifthElephant [82.21.157.236] on 2016/08/23 00:51:03
is a weird enemy, can't say I am too fond of him.
#16836 posted by Mugwump [80.215.72.127] on 2016/08/23 01:02:00
It's true he's a tough opponent, I just wish he got a more suitable design that doesn't make me think I'm suddenly fighting Stroggs. BTW, it's Edie with one D, like the character in Iron Maiden cover artworks - his red optical device comes straight from Stranger in a Strange Land.
@Preach Yeah, I don't feel like these two look very quakey either. I'm more for full-on lovecraftian. If I get good enough at mapping, I'm thinking about making a full mod that would go this way rather than cyber.
#16837 posted by Pritchard [49.199.22.225] on 2016/08/23 01:31:28
I'll admit that Ol' Ed is more "strogg" than many Quake monsters, but to me that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map.
Besides, gore/horror is not exactly new to that theme. The Grunt is not obviously mutilated, but his texture has a decent amount of blood spatter and his lore claims that he's a mind-controlled drone of sorts.
Anyway, about that func_illusionary...
 Yeah
#16838 posted by Preach [77.99.55.146] on 2016/08/23 01:32:19
The thing is that Quake's a very broad church, and if you have very specific ideas about what you like, you shouldn't be surprised if people fail to conform to it.
 Huh.
#16839 posted by Pritchard [49.199.22.225] on 2016/08/23 01:34:06
Well, i guess my other post beforehand vanished into the ether.
I'll simplify it anyway. Is there any way to remove a func_illusionary? I tried giving it a targetname and killtargeting or targetting it, to no avail...
#16840 posted by metlslime [159.153.4.50] on 2016/08/23 01:43:17
func_illusionary is converted to a static entity when the map loads, so it can't be killtargeted.
#16841 posted by Pritchard [49.183.175.32] on 2016/08/23 01:45:25
Yet another roadblock :( are there any other brushes that monsters can see through?
#16842 posted by Mugwump [80.215.72.127] on 2016/08/23 01:52:12
"that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map." I beg to differ. Since base maps are overrun by Shub's forces who teleported in, all of the Quake bestiary can fit in. Granted, Shamblers are supposed to be some kind of high ranking officers in Shub's army and generals usually send cannon fodder on the frontline instead of going themselves, but base theme was designed to be used only as the starting point of an episode. We should move this discussion elsewhere, we're cluttering the thread with off-topic.
 Pritchard
#16843 posted by Bloughsburgh [24.131.201.197] on 2016/08/23 02:18:31
You can use a func_illusionary and then change its classname to mapobject_custom. This allows it to be killtargeted.
Sage words from Preach the almighty.
I used this very trick on the jam 7 entry!
 Quothhacks Are The New Maphacks
#16844 posted by Pritchard [131.170.5.4] on 2016/08/23 02:39:27
Thanks for the tip! I'm away from my development PC at the moment, but i'll test and report back when I can.
Mugwump, I'll post in General Abuse I suppose.
 Bloughsburgh (or Anyone Else Around)
#16845 posted by Mugwump [80.215.72.127] on 2016/08/23 09:50:30
I've found plenty of useful info thanks to your links but this one eludes me: how do I set a brush to nodraw in TB 1.16?
 Almost...
#16846 posted by Pritchard [121.219.4.122] on 2016/08/23 10:47:47
Well, it's almost there. The monster sees the player through the mapobject_custom, but they don't seem interested in shooting them. They just try and path to them, which involves essentially rubbing their face up against the glass pitifully.
How did monsters handle your trick Bloughsburgh? I'd be interested to hear if they were more functional than mine.
#16847 posted by Pritchard [121.219.4.122] on 2016/08/23 10:57:02
It seems to be caused by the trigger_once, if I move/remove it the monster will behave properly. :(
 Close Enough?
#16849 posted by Pritchard [121.219.4.122] on 2016/08/23 11:45:00
I have committed the mortal sin... Maphacks in a mod. But hey, i'll take anything at this point.
My solution to my own issue was to use this wonderful guide (which I am sure everyone is already familiar with) to build a trigger which activates whenever it's touched by anything, such as a nail from the monster or any other projectile, as well as when it's physically touched by the player.
This allowed me to work without the health value, which was what was making the trigger stop monsters from shooting.
Sadly, the trigger isn't activated by hitscan weapons such as the shotgun or lightning gun. I don't suppose anyone has any advice on fixing this, or will i have to settle for this in my map? I could bear it, it's already mostly working after all...
 No Draw
#16850 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 12:44:01
Mug, are you referring to the SKIP texture perhaps?
Any face with the SKIP texture will not be drawn.
#16851 posted by Mugwump [80.215.224.160] on 2016/08/23 13:37:30
No. I built a flight of stairs of 16 units tall each, but climbing/descending them results in a choppy movement, so I wanted to build a slope over it and make it invisible to smooth it. I've read that you can do that by setting a brush to nodraw. Besides, I don't seem to have a skip texture in my wad (I'm using Q.wad).
 Clip Brush
#16852 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 13:53:48
Invisible solid brush?
8 unit stairs are smoother for ascending but I figured you intentionally want them beefy steps.
 Yes, Invisible Solid
#16853 posted by Mugwump [80.215.224.29] on 2016/08/23 14:05:00
Well, they were my first stairs and I wasn't sure about the proportions. I built one step and thought it looked good, so I went on with the whole staircase. Only after finishing did I realize the movement was choppy. I don't want to discard the whole thing because I spent quite some time on it and I really like how it looks with the texture I used, so I need an invisible slope over it. I'll build them steps 8 units tall next time.
 Clip
#16854 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 14:06:56
Yes, use a Clip brush that is paint the CLIP texture on your stair slope and it will be invisible yet solid.
Clip brushes are also handy to prevent the player from getting stuck on strange angles like pointy corners and such. Also, big stairs are fine I was just presenting an alternate form of them. :)
#16855 posted by Mugwump [80.214.113.254] on 2016/08/23 14:21:04
Clip. Found it. OK thanks, also for the tip about getting stuck. It might come in handy for a future map I have in mind full of pointy things and weird angles.
 I Found Interesting Thing About Quakespasm Vs Darkplaces
#16856 posted by khreathor [95.160.158.53] on 2016/08/23 14:33:46
I compiled my map with a player accidentally intersecting with the ground. It works fine in a QS but in DP player is stuck. Additionally my map in DP is broken, health is stuck in the Vending Machine and walls flicker like crazy in a few places.
Player in a ground is my fault, but I wonder if there is a way to fix other shit.
 Bloughsburgh
#16857 posted by Mugwump [80.214.122.79] on 2016/08/23 14:50:28
OK, built the clip brush and placed it. It works fine and the movement is super smooth, except... when I stand still on the slope, it makes me slowly slip downstairs. Is this normal and can I make the slope not slippery?
#16858 posted by Pritchard [121.219.4.122] on 2016/08/23 14:54:05
Clip brushes are incredibly important, imo. It can be tough to notice at first, especially in quake with its janky movement code, but being able to move smoothly along a wall goes a long way to improving the feel of a map.
If you've got any small detailing or slight curves on your walls, it's advisable to clip it all off into a flat surface. Be careful, though. You don't want it to feel like an invisible wall.
#16859 posted by Rick [75.65.153.192] on 2016/08/23 14:54:54
Try splitting the difference? Move the slope of the clip brush 8 units down. Bouncing will be less and the part of the step that sticks out will stop the sliding.
 Slippery Slope
#16860 posted by Pritchard [121.219.4.122] on 2016/08/23 14:55:43
As far as I know, this isn't something you can fix. With a gentle incline (i.e. stairs) it tends to not be very noticeable. Every slope has it, even the slightest one, to varying degrees of severity.
 Slope Trope
#16861 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 14:57:28
Slopes will do that, Ranger slides on slopes.
You could create 8 unit clip steps in between the visible stairs as a work around. This way you still have your desired textured steps. Ascending and descending stairs is always choppy in some form.
 Rick
#16862 posted by Mugwump [80.215.247.167] on 2016/08/23 15:05:39
I tried that but I still slip down on the portions of the slope remaining above the stairs. Plus it makes the chopiness return.
 Pritchard
#16863 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 15:09:54
Man, that's a stumper. At least you got reasonably close to your desired effect.
In order for hitscan weapons to hit that custom trigger...I have no idea.
 Pritchard
#16864 posted by Mugwump [80.214.123.157] on 2016/08/23 15:15:08
My stairs are 32*16, so it makes, what, a 22.5 degrees angle? Anyway, there's gonna be action in that room so the player will be on the move and there's not much else to do on those stairs, so I doubt it's gonna be an issue 99% of the time. Thanks for the tip about walls.
#16865 posted by Rick [75.65.153.192] on 2016/08/23 15:18:49
Well, the "chopiness" is supposed to be there. Gliding up and down steps without it will seem weird in Quake. It's not a flight simulator.
You can change to 8 unit steps or just use a ramp, either will work as players expect in Quake.
 Bloughsburgh
#16866 posted by Mugwump [80.214.123.244] on 2016/08/23 15:21:28
I'll try that too, see which solution is best. Thanks again.
@Pritchard Who's gonna have the hitscan weapon, the monsters or player? If the latter, maybe you can add a shootable trigger that will activate the custom trigger?
 Circles
#16867 posted by Pritchard [121.219.4.122] on 2016/08/23 15:39:16
It truly does have me stumped. At the moment i'm thinking of various methods to steer the player away from using a shotgun, but obviously nothing can be perfect here either (giving them a weapon/ammo that uses projectiles so that people with game sense or autoswitch will probably be using it, but nothing to stop them switching back mid fight...)
Mugwump, unfortunately we've already tried regular shootable triggers. The issue with those is that, despite the name, monsters don't like to shot them.
A light has appeared at the end of the tunnel, although it is a weak and meager one. I might end up redesigning the playspace to put less emphasis on engaging through the glass, switching back to the traditional triggers perhaps and keeping the glass from being between the player and the enemy. It feels like admitting defeat, but at this point I think i'm ready for it.
 Pritchard
#16868 posted by khreathor [95.160.158.53] on 2016/08/23 15:47:51
Use a Fiend, he jumps like crazy and has melee attack. Will break glass for sure :D
 Sometime It Is Best To Move On
#16869 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 15:50:39
Grinding over this particular engagement can lead to demoralizing and risk hurting the remainder of the map. Perhaps even come back to it later and see if anyone else can provide some insight!
#16870 posted by Mugwump [80.214.72.125] on 2016/08/23 15:54:00
If your monsters don't use hitscans, there's no problem on their part. They can shoot directly the custom trigger. The shootable trigger would only be of use to the player if he uses the shotty.
OR... I know about a mod that turns the shotty into a projectile weapon. Added bonus, visible flying pellets.
 Bloughburgh
#16871 posted by Mugwump [80.214.77.187] on 2016/08/23 16:19:44
The extra clip stairs did the trick. Movement is as fluid as with the slope AND I don't slide one bit. Awesome, thanks a lot!
 Uhhhh...
#16872 posted by Mugwump [80.214.115.143] on 2016/08/23 16:55:28
Seems like I've spoken too fast! Apparently I tested the sloped version by mistake, so of course it was fluid. It's weird: even with the extra steps, it's as choppy as without. I also sometimes get momentarily halted by a step if I don't look up the stairs. I'm thinking it might be because I cropped 1 unit on the edge of my stairs at a 45 degree angle.
#16873 posted by Pritchard [121.219.4.122] on 2016/08/23 17:14:56
The placebo effect in action with those stairs, I guess. I wouldn't worry about it too much, it's important to not get hung up on small imperfections like that. Massive time sink.
The issue with the hitscan-shootable trigger is that when it's between the monster and the player, the monster won't attack. At all. So having the custom trigger would be useless in that situation, as it would never get used.
I don't know about fiends, but I assume the same goes for them.
The projectile shotgun would be nice, but working that into Quoth sounds difficult, if only because I have no knowledge at all in that area of quake content. Would it even be possible?
Anyway, I reworked the entire area. The glass plays a much less important role now, but it plays it much better! I was able to switch back to regular func_breakable brushes, which was better than the hacky mess I had that would crash the game if it wasn't killtargeted as soon as it was triggered...
Now I have a new issue! Does anyone have a .fgd file for Trenchbroom that includes the definitions for the info_logic_* entities? The built in one doesn't seem to have them, and although it's possible to add the keys manually, it's a lot easier to get wrong and I'd feel better having a complete file regardless...
 Choppy
#16874 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 17:18:26
As far as steps go, you are going to get that "step" feedback...that's just how Ranger's bounding box works. A ramp, as Rick suggested would be the ideal way to have that smooth feedback but then you got the sliding effect.
As far as I know, it is a case of this or that.
 Pritchard
#16875 posted by Bloughsburgh [75.151.243.225] on 2016/08/23 17:21:06
This is EndsWithTen's FGD file. I used it for my base map so it has all of the goodies...plus models!
https://gist.github.com/ItEndsWithTens/200c881f2522af324767be1433c4391e
#16876 posted by Mugwump [80.214.124.243] on 2016/08/23 17:42:33
Yeah, I think I'm gonna give up and go with the slope. As I said, there's gonna be action here so the player probably won't stand still... I still wish I'd understand why the momentary halts happen though.
Bloughsburgh, yes I know there's bound to be some chopiness, I've been playing Quake since it came out. But the 16-unit steps make it super choppy, with a side dish of getting stuck. Fuck that, it's a slope. Uiiiiii!
 Quoth Transparent Water & Trenchbroom Point Files
#16877 posted by lpowell [64.85.227.55] on 2016/08/23 21:30:05
I'm about 90% done with the layout of the Quoth map I'm working on (minus tweaks) but there are a couple issues I want to address since my last compile.
1. Running the map in Quoth seems to make all liquids transparent, which doesn't happen when I run it in vanilla Quake. I was wondering if this is something weird I'm doing or if it's a normal behavior I can turn off, because I don't like the way it looks in my map. The Quoth mapping tutorial doesn't mention this.
2. How do I use a point file in Trenchbroom to find a leak? Nothing in the Help file says how.
#16878 posted by lpowell [64.85.227.55] on 2016/08/23 21:40:11
re: 1. I did find the leak (it happened when I raised a floor that I also happened to be using as a ceiling for a room below... probably shouldn't do that), but still, it would be good to know how to use point files.
 Point File
#16879 posted by Mugwump [80.215.241.161] on 2016/08/23 21:46:44
In TB 1.16 I go in the File menu and click Load Point File. I assume it'd be the same in v2.
 Point File Use
#16880 posted by Mugwump [80.215.241.161] on 2016/08/23 21:48:05
It shows a yellow line running through your map and you'll find the leak on that line.
#16881 posted by Rick [75.65.153.192] on 2016/08/23 21:50:06
Some editors can display the pointfile, others can't. Just load your map in Quake. open the console and type pointfile.
It helps to turn on notarget and noclip when looking for the leak.
The line of points will start out in the void and zig zag its way to an entity through the leak.
 Persistence
#16882 posted by Preach [77.99.55.146] on 2016/08/23 22:14:31
1. Running the map in Quoth seems to make all liquids transparent, which doesn't happen when I run it in vanilla Quake. I was wondering if this is something weird I'm doing or if it's a normal behavior I can turn off, because I don't like the way it looks in my map. The Quoth mapping tutorial doesn't mention this.
It's probably that a map you've previously played in Quoth set the water transparent, and the last setting gets saved by the engine. Add an info_command_spawn to the map, and give it a "message" key of "r_wateralpha 1". This will force all the water in your map opaque.
If you wanted to make some water transparent, and other parts opaque, that's a different trick which I can share on request.
#16883 posted by Pritchard [121.219.4.122] on 2016/08/24 00:58:02
I'd be interested in hearing the trick, just out of curiosity to see how it compares to the method I usevin my maps with func_illusionary brushes...
 Bingo
#16884 posted by Preach [77.99.55.146] on 2016/08/24 07:50:22
That's pretty much it, you use func_illusionary combined with *waterskip for the portions that should be opaque, and regular water brushes for the transparent parts.
#16885 posted by lpowell [64.85.227.55] on 2016/08/24 09:14:03
Pointfile thing was a big no duh. Whoops.
As for the liquids, that did it Preach, thanks!
Now I just have to figure out how to make the lighting look passable. Time to take a peak at some map sources and see how it's done I guess.
#16886 posted by Pritchard [121.219.4.122] on 2016/08/24 12:02:22
So I downloaded the JACK fgd, it's a pity it doesn't show the correct models for some entities (all armors look the same, etc.) but it does actually have all the entities, so that's a fair trade.
In other news, i'm jumping from one issue to another with this room. I'm trying to set up some reinforcements to spawn in when the player presses a button, and i want them to at random intervals. I set up a simple gate with a trap, a func_wall and a trigger_multiple to fire an info_logic_random, which is supposed to pick a spawner at random to fire.
Well, it certainly picks something! Using 'developer 8' I found out than when the info_logic_random picks a set to target (it's in branch mode) it also decides to killtarget '', the player. Bit of a showstopper.
Here's the entity setup:
// entity 494
{
"classname" "info_logic_random"
"origin" "3720 808 296"
"angle" "-0"
"spawnflags" "1"
"target" "monspawn2_a"
"targetname" "monspawn2_1"
"chance" "0.5"
"target3" "monspawn2_b"
}
Trust me, I hate the target naming scheme too.
So, any advice? Is this entity just bugged?
 Question
#16887 posted by Shamblernaut [121.45.254.23] on 2016/08/24 14:03:33
how does one make the waterfall (from dissolution) texture behave like water while still being animated?
#16888 posted by FifthElephant [82.21.157.236] on 2016/08/24 17:38:25
I suspect you would have to make 2 brushes. The animated texture a func_illusionary and a water volume with a waterskip texture? I'm not 100% sure though if having a completely skipped face water volume would work.
 Slime No Longer Damaging Player
#16889 posted by Qmaster [70.195.68.145] on 2016/08/24 18:35:58
Just throwing this out there.
*waterskip is ONLY for water. Adding *waterskip to any face of an otherwise *slime brush will cause it to be treated as pure water.
As an aside, you could create a secret path through lava.
Does anyone know if there is support for *slimeskip or *lavaskip in Tyrutils?
#16890 posted by Bloughsburgh [75.151.243.225] on 2016/08/24 18:40:01
As an aside, you could create a secret path through lava
Ooh, that's nifty!
 Qmaster
#16891 posted by Shamblernaut [121.45.254.23] on 2016/08/24 19:00:37
heh that's actually relevant to what I'm doing. I'm not fussed about the slime damage though, it's only a small area.
here are the textures I'm using, they're the waterfall textures recoloured for slime.
https://dl.dropboxusercontent.com/u/108695968/slimefall.wad
 I Have A Semi-solution
#16892 posted by Shamblernaut [121.45.254.23] on 2016/08/24 19:31:09
In the same area as your water texture, make a trigger_hurt.
Add a property to the trigger_hurt titled "self.solid" with a value of "SOLID_NOT"
(quotation marks unnecessary)
The downside is that envirosuits won't protect you from the damage using this hack.
You can also mimic the death message of the slime using this method.
 Scratch That.
#16893 posted by Shamblernaut [121.45.254.23] on 2016/08/24 19:45:26
it already has that property.
/me reinvents the wheel.
 Random Toggle
#16894 posted by Preach [77.99.55.146] on 2016/08/24 19:56:02
So, any advice? Is this entity just bugged?
Yup! Good catch. Interestingly, this is a variation on the issue that NewHouse was experiencing with empty killtarget fields a few weeks back. Only trouble is that the progs is setting the blank killtarget field, and there's no way around it.
For now, you might have to stick to using it without the toggle spawnflag (which was added as an afterthought and not tested well enough). There is a way to emulate the toggle behaviour with a few additional entities:
Have the info_logic_random target a func_togglewall on and off. Place an info_logic_inopen inside the togglewall with target "monspawn2_a", and an info_logic_insolid inside with target "monspawn2_b". Then, when you want to make a random branch, trigger the info_logic_random, followed by both the info_logic_inopen and info_logic_insolid. To trigger things in a specific order, simply target the first one using the "target" field of the instigator, and the second using "target2".
#16895 posted by Pritchard [121.219.4.122] on 2016/08/25 01:01:53
Thanks for the confirmation and advice for a solution. Hopefully people will find it in the future when searching the thread!
Unfortunately the issue is no longer relevant for me, I ended up trying a few different options and settled on the monsters targetting their spawner when they died instead. But in between that, I experimented with using the min and max damage range of the info_trap and different health values for the trigger_multiple, which had a similar effect to what I wanted if I set one up for each spawner. Sadly it made the encounter either too spammy or too full of dead space and so I dropped randomness entirely.
 Lighting Techniques (using Tyrutils-ericw)
#16896 posted by NewHouse [109.240.60.200] on 2016/08/26 00:39:10
Is it possible to make the core of light different color by placing multiple light entities in same spot? I'm using delay 2 in this case, and was thinking of using 450 - 300 light value, but putting different wait values for each entities that are in exact same position. But so far I haven't anything like that, maybe the intensity of other lights will wash off what I'm thinking, or maybe that's not even possible. I'm was thinking of nice a bit cyan color as a light core, and then it gets milder yet changes color more to steel blue and last 3rd would be almost white color. That way I could make colors pleasant to look at but not making basic gameplay harder.
Just wondering, because I know you guys are better with technical knowledge and stuff. I will continue testing, not sure will it lead anything.
 Yep
#16897 posted by ericw [108.173.17.134] on 2016/08/26 00:52:26
you can stack multiple lights, just be aware that they will both add together in the central core.
 Thanks
#16898 posted by NewHouse [109.240.60.200] on 2016/08/26 01:06:15
There seems to be also different kind of light entities.. globe, light, marsh, fluoro.. best way to see results, might be just trying each of them how they look. Is it fine to try out multiple types, or are there limitation or error from using too many types and so on?
#16899 posted by NewHouse [109.240.60.200] on 2016/08/26 01:09:07
I guess those are almost the same as normal Light, light seems to act same way.. maybe those has different attributes or something then.. globe seems to have a sprite ball or something, and marsh has bubbles effect.
 Light Entities
#16900 posted by Pritchard [131.170.5.5] on 2016/08/26 01:50:51
The various light entities mentioned above are all just the same as a regular light, except that they also have something else attached to them, like a model, particle effect or sprite. You won't be able to achieve any different visual effects in regards to color or attenuation/dynamic properties with them.
#16901 posted by lpowell [64.85.227.55] on 2016/08/26 08:02:17
Is there a way to get multiple sky textures into a certain map? I want to use a regular sky texture once but also have some void bits. So far I'm just using a non-sky black texture for the void, but it doesn't absorb shots like a sky texture does.
I do know a partial solution for Quoth only: a trigger_void brush seems to absorb projectiles, but does *not* absorb shotgun blasts for some reason.
#16902 posted by lpowell [64.85.227.55] on 2016/08/26 08:30:36
Something did just occur to me: just put black func_illusionaries in front of the actual edge brushes. Bullets would disappear through them.
Carry on (though it wouldn't hurt to hear other ideas!).
#16903 posted by Pritchard [131.170.5.2] on 2016/08/26 08:43:20
As far as I know, it's not possible for most (all?) quake engines to load multiple skyboxes/textures at the same time; which one is used will be determined by whichever was defined last.
#16904 posted by Rick [75.65.153.192] on 2016/08/26 15:50:48
There might possibly be some trickery (QC code or hack) to get the sky to change, but in standard Quake you can only have one.
To get an all black sky just use TexMex to add a new all black sky to your texture wad. It has to be 256x128 pixels and the name has to start with sky
#16905 posted by onetruepurple [95.160.159.80] on 2016/08/26 16:55:54
Quoth allows you to change the skybox through trigger_command. In most cases this is unfeasible, because skyboxes are larger files and can take a couple seconds to load, which would break immersion. However, the void skybox included with Quoth is tiny (it's literally six 16x16 images), and loading it through trigger_command is instant and seamless.
You can also use trigger_command to switch back to the regular sky texture by passing this command:
sky ""
 Cool
#16906 posted by Bloughsburgh [75.151.243.225] on 2016/08/26 16:58:36
I did not know Quoth could do this...
You could go through a sky sight blocking tunnel or elevator to mask a sky change. I know that's a trick with changing fog for AD at least. Damn, that's a pretty nifty feature!
 Multiple Skyboxes
#16907 posted by madfox [84.84.178.104] on 2016/08/26 19:00:42
I construckted large spheres to turn as static entity. They're a bit wobbling, but create an option for more than one skybox.
#16908 posted by metlslime [159.153.4.50] on 2016/08/26 20:50:46
you could make them rotate using the same model flag that rotates weapons, this way there is no wobble.
 Didn't Think Of That,
#16909 posted by madfox [84.84.178.104] on 2016/08/26 22:07:10
but I suspect the speed will be too high, concerning the weapon rotate.
I don't know of a way to slow it down.
The mdl tree goes to 240 frames, almost the maximum.
Slowing down the rotation with
{self.nextthink = time + 0.99;};
didn't haver the desired effeckt, only the decimal work, not the 0.01.
I could get no better result available than the youtube version.
 Rotate Flag
#16910 posted by madfox [84.84.178.104] on 2016/08/27 14:33:33
Is there a method for slowing down the flag that rotates weapons, or is it hard coded?
 Get In Here Preach.
#16911 posted by Shamblernaut [121.45.229.63] on 2016/08/27 17:12:09
I tried ages to get something that works, be best I could do was change the initial angle.
But really, we all know who the person is to ask.
 Be = The
#16912 posted by Shamblernaut [121.45.229.63] on 2016/08/27 17:14:15
apparently
 Allah Djin
#16913 posted by madfox [84.84.178.104] on 2016/08/27 18:10:56
I think it is hard coded, otherwise another dude had come up earlier with the idea.
 Anybody Know How To Make Infinite Telefrags?
#16914 posted by Shamblernaut [121.45.229.63] on 2016/08/27 18:48:36
I'm trying to make a mockup teleporter appear as if players are continually porting though it and being telefragged. I'm having some trouble with some bits.
I can use an info_(not)null to execute a PlayerDie command, which gibs when the entity has less than -40 health. Which is fine, but doesn't reset it's initial coordinates, the second triggering occurs where the head landed. At the moment I've boxed it in with skip brushes to keep it contained. I could kill target it, but I'd like the entity to disappear and respawn at the origin that it was placed.
Is there a way to execute two functions on a single entity? SUB_regen looks promising, but doesn't appear to work as a "think" value, unless I'm doing something wrong. SUB_Remove seems to work (or it just breaks it) when it is set to the think value, but it doesn't retrigger. I assume that this does the same as killtarget.
I'm also using the spawn_tfog function, to give the teleporter effect, but this only spawns at coords 0,0,0.
Any ideas?
 Multiple Functions
#16915 posted by Preach [77.99.55.146] on 2016/08/27 19:34:59
There are several "slots" that you can use for a function on a hacked entity, but each one runs for a different reason, so it can be tricky. Quick summary of the main ones:
use: Runs when the entity is used
think: Runs when the entity's nextthink time is reached, in general only useful for a one off activation
th_die: Runs when the entity's health is reduced to zero
th_pain: Runs when the entity's health drops, but doesn't hit zero
classname: Runs on the first frame of the game
touch: Runs when another entity collides with the entity in question
think1: Runs when the entity runs SUB_CalcMoveDone
Complicated hacks often involve different functions in two or three slots, and finding a way to get all the functions you need is a balancing act.
Luckily today we can exploit the weirdest one on the list, think1. Put PlayerDie in think1, set use to SUB_CalcMoveDone, and set finaldest to the coordinates that you want the gibs to spawn from.
How does it work? SUB_CalcMoveDone is a function which does three things, any of which might be useful, and then lets you run another function. The three things are setting the origin of the entity, setting the velocity of the entity to zero, and setting its nextthink time to -1. Today, the first one is useful and the last two are harmless, so we get away with it.
 Thanks Man
#16916 posted by Shamblernaut [121.45.229.63] on 2016/08/27 21:28:43
 Interested
#16917 posted by Johnison Boa [200.28.178.131] on 2016/08/27 22:35:34
I am interested in use the lava shambler of "Source of evil" for my project, I need permission of author?
 #16910
#16918 posted by madfox [84.84.178.104] on 2016/08/27 22:50:07
?
 @madfox
#16919 posted by ericw [108.173.17.134] on 2016/08/27 23:38:31
The rotation speed for EF_ROTATE appears to be hardcoded in the engine :(
 So
#16920 posted by madfox [84.84.178.104] on 2016/08/28 00:18:08
it stays allahdjin.
#16921 posted by Baker [50.4.45.41] on 2016/08/28 04:08:27
 NewHouse
#16922 posted by ijed [152.172.159.16] on 2016/08/28 04:28:40
Read the documentation of the light compilers you're using. Light in quake is pretty simple, and all of the light entities do the same job. Luckily, a number of clever people have done stuff to make the lightmap process more maleable. First off, you should be using EricW's version of the Tyr compilers.
Then, read what Tyrann has to say on the subject:
phttp://disenchant.net/blog/2013/0307/TyrUtils_v0.6/
And Eric:
https://ericwa.github.io/tyrutils-ericw/
And if you want to get really arcane, Aguirre;
http://web.comhem.se/bjp/
Although to be fair that's more of everything and not directly light related.
 Ijed
#16923 posted by Newhouse [109.240.110.101] on 2016/08/28 09:23:30
Thanks, that last link seems new to me, let's see what does it concerns.
 EricW
#16924 posted by negke [31.18.51.150] on 2016/08/28 13:24:10
How does one set up GtkRadiant 1.6.5 for Quake editing? I couldn't for the life of me get it to work. The website mentions you as the maintainer of the Q1 gamepack. The files in the SVN certainly don't do it, they appear to be for 1.5> branch.
 Some Pointers
#16925 posted by ijed [152.172.149.116] on 2016/08/28 14:51:55
All lights are additive to the lightmap, but you can use antilights to subtract from it.
Using too much coloured light at too high a saturation will cause clamping - resulting unexpected weird colours.
If you get dark triangles then there is probably a brush misalignment nearby, or the compilers just don't like the way you've built the area.
Setup your sun properly - experiment with different configurations in a box map to get it right for the skybox and mood you're after.
You can turn lights on and off.
Animated lights are best used sparingly, and will start provoking warnings and won't animate quite right if there are too many too close to each other.
 Ijed
#16926 posted by Newhouse [109.240.110.101] on 2016/08/28 16:05:43
I have to keep those in mind.. what if I don't want to use sun as main light source, because you can not set different sun light colors for each section of map?
 Negke
#16927 posted by ericw [108.173.17.134] on 2016/08/28 20:31:06
Argh, I dropped the ball on that.. I set up a gamepack for 1.6 a while ago but I need to bug the GTKR folks to add it to SVN and include it with the builds.
The gamepack is linked here along with some documentation on the Q1 support:
https://github.com/TTimo/GtkRadiant/pull/290
It should work if you download my Q1pack and put it in the "installs" directory of GTKR 1.6.
If you have trouble getting it to work, here is a build of 1.6 I made ~2 years ago that has the gamepack installed and supports quake out of the box. http://www.quaketastic.com/files/tools/windows/level_editors/gtkradiant-1.6-quake1-beta.zip
Also any feedback on the gamepack would be welcome, I haven't seriously used it tbh. I got the .def from gb, I think it's a standard .def that has func_detail added.
 Simple
#16928 posted by [152.172.149.116] on 2016/08/28 21:21:18
Just don't use sun - you can just place lights in the sky to get a similar effect.
 Cast Surface Lights From The Sky Texture
#16929 posted by onetruepurple [95.160.159.80] on 2016/08/28 21:26:26
 Eric
#16930 posted by negke [31.18.51.150] on 2016/08/29 08:49:19
Thanks. It works. The def file is not very good compared to my old one from 1.5, incomplete or missing entity descriptons.
Showstopper for me is that the floating window layout is broken (still). Entity window is always on top. Similar to NetRadiant, the additional layout options never seem to get any attention from the developers.
 Waterfall Texture
#16931 posted by Bloughsburgh [75.151.243.225] on 2016/08/29 14:23:35
Looking for the waterfall texture used in maps such as Than's Subterranean Library or Lunaran's jam2 map. I am going through the wads directory and checking out previews but fail to see it! More specifically of the blood variety.
#16932 posted by Baker [50.4.45.41] on 2016/08/30 00:19:53
Open TexMex
Click File
Click Open
Type "c:\quake\jam2\maps\yourmap.bsp"
You will be looking at the textures from the map.
 How To Control Enemies Navigation Area?
#16933 posted by NewHouse [188.238.59.181] on 2016/08/30 01:00:53
I made not narrow walls and for some reason enemies tried to walk over it, is there any way to make enemies not try something like that? clip texture effect player as well but I would like to use something just specifically for enemies.
#16934 posted by NewHouse [188.238.59.181] on 2016/08/30 01:01:22
I made narrow walls*
#16935 posted by NewHouse [188.238.59.181] on 2016/08/30 01:28:11
Sorry again.. I mean crooked/twisted/tilted walls.. sure I use narrow hallways, but wasn't talking about them in this case*
 Ok
#16936 posted by Johnison Boa [186.105.127.161] on 2016/08/30 22:58:27
@Baker I know was tronyn, I done bad the question, now I ask to he
 Negke
#16937 posted by ericw [108.173.17.134] on 2016/08/30 23:09:49
Ah, too bad. Could I include your better-quality .def in the gamepack?
 I Don't Understand Colors
#16938 posted by NewHouse [188.238.26.99] on 2016/08/31 23:56:25
So, I use multiple blue colors, and only value that changes is Lum (luminous value of color). I try to use same thing for different colors that are not main colors, for example blue violet. I separate to 2-3 different tints(dark -> light) of that color. As an result I get weird pink colors, if colors are close or in exact same position.. so I guess this works only for main colors, red, blue, green, when there is no mixed other colors.
This starts feeling like painting for real, but without seeing results as fast.
If someone is experienced user with colors, a little lecture would help me a lot. Simply answer "do not use mixed colors" is something I will ignore immediately, because I want to learn and use colored lights. I was watching color theory videos on youtube, and getting some nice ideas how to choose own color palettes, but many modern games uses multiple colors in same places and they blend together smoothly.. it is hard to explain why, because I'm not expert in those subjects, and I'm sure quake works a little differently (because it is old game) - but any lighting techniques/secrets that might make it feel like 'modern' would help a lot.
I have been playing around different delay settings, and when used together gives interesting results, just like what I wanted. For example using delay 2 to push our shiny color, then make it lighter and using 0 / 5. Shamefully something like that didn't worked quite well for color "blue violet".
#16939 posted by Rick [75.65.153.192] on 2016/09/01 02:17:48
Multiple lights of different colors is probably going to make it harder instead of easier to do what you want. Quake's colored light is basic RGB 0-255. All 0 = black, all 255 = white.
For example, a light that's 0 0 255 is pure and saturated blue. To lighten or desaturate it, add equal amounts of red and green, such as 80 80 255. Boost or cut the amount or red or green slightly to change the tint toward purple or yellow.
Or you can go the other way. The center of the texture light3_8 is actually a pinkish color. Instead of pure white, set the light color to something like 255 240 224
#16940 posted by NewHouse [188.238.39.198] on 2016/09/01 12:43:59
It only looked like it works but.. does this really works this way too?
If I add same about for both red and green, but at the beginning one of them has more than the other.
for example 100 80 255.. 120 100 255.. 140 120 255 and so on. I tried something like that and color changed but kept.. the same base color only more brighter. Or maybe it only just looked like it worked.
 Just Use A Colour Picker
#16941 posted by Kinn [86.143.77.118] on 2016/09/01 12:48:09
#16942 posted by NewHouse [188.238.123.9] on 2016/09/01 20:36:54
I use
http://www.color-hex.com/color-names.html and
http://paletton.com/
That looks neat too.. not sure how it works though. I was just wondering that idea of using same color but only brightness changes. First I had wierd problems with blue violet color and it turn into pinkish color. But doing it right.. I guess.. it keep in same color only brightness changed. So I guess what I was trying to ask was, what did I do wrong at the first place when it turn into pinkish colors.
So hopefully this thing never happens to me again.
 Can Func_door_secret Open Upwards?
#16943 posted by Ubiquitous [94.9.119.201] on 2016/09/01 21:03:01
Can func_door_secret open upwards?
I have a func_door_secret with "angle" set to "-1" but it slides sideways to open.
#16944 posted by Rick [75.65.153.192] on 2016/09/01 21:05:36
I think that http://www.colorpicker.com/ which Kinn provided the link to, will help you understand better what's going on. Hex codes and color schemes are for web page designers, so don't worry about that for now.
The boxes down the right side let you enter a color in two different ways or in a combination of both. HSL and RGB. Try changing the numbers in them and watch how the selector dot moves.
H Hue is color
S Saturation is basically how far from pure white
L Luminance or Brightness is how far from pure black
Try entering 0 0 255 for RGB. Look at the resulting numbers for S and B. Try changing S and B from 100 to 75, 50, 25, etc, watch how the picker dot moves and note the changes in the RGB numbers.
 Ubiquitos
#16945 posted by madfox [84.84.178.104] on 2016/09/01 21:16:05
Just delete the "func_door_secret" option from the classname, make it a commen func_door and add a message for your secret door.
The door_secret code is only one way.
 JA
#16946 posted by PyroGXPilot [71.89.205.34] on 2016/09/01 21:20:27
#16947 posted by Ubiquitous [94.9.119.201] on 2016/09/01 21:26:58
Thanks,
"angles" "-90 90 0"
produced my desired effect.
#16948 posted by NewHouse [188.238.123.9] on 2016/09/01 22:10:21
If I has button on the ceiling, is it possible to make it go up when shot by using that same idea?
#16949 posted by ericw [108.173.17.134] on 2016/09/01 22:32:46
Yep, it's possible, you don't use "angles" though:
"classname" "func_button"
"angle" "-1" // -1=button goes up when pressed; -2 would go down
"health" "1"
#16950 posted by NewHouse [188.238.123.9] on 2016/09/02 00:34:21
Thanks, that will help so much now that I know how to do it in a right way.. was using func_train ealier*
#16951 posted by NewHouse [109.240.69.48] on 2016/09/02 16:00:27
https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing
So I started using brighter blue/yellow/orange colors, and trying to figure out whether or not focus points are easy to spot. I put screen brightness very low. But I'm pretty sure there will be a lot of people who can't see even focus points or everything is unpleasantly dark.
So let me know, should I put lighting from 300 to even 450 when using delay 5. I removed even colors so I can see which colors are actually brighter and of course it seemed like yellow/orange is a bit brighter which is good thing, because it works as a main goal color.
#16952 posted by NewHouse [109.240.69.48] on 2016/09/02 16:13:09
Or should I put bright colors in middle of rooms/hallways to add that overall visibility? And not try to increase the actual light sources.. but focus on "fake" lighting.
 Taste Of Choice
#16953 posted by madfox [84.84.178.104] on 2016/09/02 18:38:43
I'm attracted to colour lights, but I make sure the white light stays dominate.
In that way the colours blend in at the background without destroying the texture.
#16954 posted by NewHouse [109.240.69.48] on 2016/09/02 19:40:25
Yeah, you're right.. unless it is meant to be disturbing and texture breaking like in silent hill, if you know what I mean*
But overall I want to try to keep colors under control, everything is still quite new to me. I will try adding this white color more by placing them in middle of hallways/room/areas, and let's see what happens. I looked up some map files by other people and they were placing light sources in middle of rooms etc. For some reasons I tried to avoid using those, because I wanted to light comes from "real" light sources like lamps, torches etc. but it seems like that is not enough always.. and if light value is too high everyone sees it, even if using delay 5 - but it doesn't light that much imo.
 Light
#16955 posted by Bloughsburgh [75.151.243.225] on 2016/09/02 19:56:56
I wanted to light comes from "real" light sources like lamps
That's a great mindset to have when it comes to lights so stick with that idea.
In terms of fill lights like you describe those are needed to but try out the new -bounce parameter in the latest Tyrutils. Check out a bounce demo here: http://ericwa.github.io/tyrutils-ericw
For my jam map, I used almost no fill lights and just played with bounce scale and such. I am pretty impressed so far!
Another thing to mess with:
Say you have a lamp...
Place a light entity with a high wait value (7-8.5) and place it directly at the source of a lamp. Then place your actually room filling light that the lamp would give off in front of that. This will give the lamp an intense bright source which makes it seem like a real light source.
Lots of experimentation when it comes to lights.
#16956 posted by NewHouse [109.240.69.48] on 2016/09/02 20:13:57
Ah, fantastic.. I was only using bounce 0.1, because I wanted to keep it "horror" in one level.. I want to have actual 100% dark places too. I was afraid that bounce scale would make everything "too bright" in terms of mood I'm trying to capture.. but I'm sure I can increase the value a bit higher sure*
#16957 posted by NewHouse [109.240.69.48] on 2016/09/02 20:15:05
And maybe playing around with those wait values more, I can control it somehow*
 Im Not Sure
#16958 posted by Shamblernaut [121.45.230.242] on 2016/09/02 21:58:56
but i think bounce is either 1 or 0
1 being a single light bounce, 0 being off.
ericw could probably enlighten us further.
#16959 posted by ericw [108.173.17.134] on 2016/09/02 22:36:39
Yeah, there is the on/off switch, plus 2 parameters:
-bounce n
Enables 1 bounce, 0=disable even if set in worldspawn. Available as a worldspawn key.
-bouncescale n
Scales brightness of bounce lighting, default 1. Available as a worldspawn key.
-bouncecolorscale n
Weight for bounce lighting to use texture colors from the map: 0=ignore map textures (default), 1=multiply bounce light color by texture color. Available as a worldspawn key.
The first screenshot on http://ericwa.github.io/tyrutils-ericw/ shows the effect of different values of -bouncescale, if you click on the buttons on the side.
I haven't mentioned "-bouncecolorscale" much, not sure if anyone is using it, but this is what makes white light bouncing off a red wall become red light (you have to turn it on; by default the map is treated as if all textures are solid gray.)
#16960 posted by NewHouse [109.240.69.48] on 2016/09/02 22:54:10
Sorry I meant I used bouncescale 0.1
#16961 posted by NewHouse [109.240.69.48] on 2016/09/02 22:56:03
Now I set it to default 1, and start working on lights again. Maybe after this my map is much more playable.
 2 Lights
#16962 posted by madfox [84.84.178.104] on 2016/09/03 01:26:49
Here is an example of a
light 100 wait 0.3
and a colour light of
light 300 colour 112 132 256.
As they both are the same strength 300=100/wait0.3 the colour has the same glow as the withe, producing a rare effect.
#16963 posted by NewHouse [109.240.69.48] on 2016/09/03 02:06:13
Does it mean.. if I use 450 it is.. 450=100/wait 0.45?
#16964 posted by Rick [75.65.153.192] on 2016/09/03 02:16:06
My thoughts are that too much of your light is coming from highly saturated colored light. Try setting a wait value on the sourced colored lights (those that are supposed to look like they are emitted from a texture). Try around 1.5 - 3 or more and use delay 2 or 5. Try to confine the color to just the area near the source.
Then add some white or almost white area lighting out away from any surfaces. Give those a low light value but with a small wait, so they can reach for some distance, light around 150-200, wait 0.5 - 0.7
#16965 posted by NewHouse [109.240.69.48] on 2016/09/03 02:38:28
Trying all this, and having bouncescale 1?
#16966 posted by Rick [75.65.153.192] on 2016/09/03 02:55:20
I don't use a new enough light.exe to have bounce, but it shouldn't matter much if the colored light is not allowed to extend very far.
Here is part of my map. After I made this pic I realized it was actually not a great example. There is more colored light in that room than any other room in the map. I think there is 6, maybe 7 different colors in use.
http://quaketastic.com/files/screen_shots/coloredlights.jpg
#16967 posted by NewHouse [109.240.136.231] on 2016/09/03 11:18:46
How do you make it show like this, is it some command you need to put on engine's console?
Anyway, thanks for your suggestion - I try to understand what it means, some of words are new to me and I might not understand it 100%.. but I sure try.
#16968 posted by NewHouse [109.240.136.231] on 2016/09/03 11:26:08
sourced colored lights = original colors from quake's palette?
..they are emitted from a texture = same colors that are used mainly to make all of original textures?
..white or almost white area lighting out away from any surfaces = means I should place white light sources to walls, ceilings, even floors even though there is no visible any "real" light sources where that light comes from?
 #16967
#16969 posted by khreathor [78.88.31.56] on 2016/09/03 13:28:15
r_lightmap 1
#16970 posted by NewHouse [109.240.136.231] on 2016/09/03 13:30:28
What is r_lightmap? it is not command or anything?
#16971 posted by NewHouse [109.240.136.231] on 2016/09/03 13:34:43
Experimental options..
-lit2 -> write lit2. file
-lux -> write lux. file
what are those?
#16972 posted by NewHouse [109.240.136.231] on 2016/09/03 13:36:53
Oh, thanks khreathor* nevermind it did that what I was asking earlier.
#16973 posted by NewHouse [109.240.136.231] on 2016/09/03 13:41:52
So now I can actually see the lighting itself.. this will speed up the progress so much.
#16974 posted by FifthElephant [82.21.157.236] on 2016/09/03 13:42:04
lit2 allows much higher resolution lightmaps and lux probably does something similar but is designed specifically for FTE.
lit2 is not supported by many engines afaik
 Rick
#16975 posted by NewHouse [109.240.136.231] on 2016/09/03 13:51:03
And indeed Rick, base color was too saturated in overall, I need to add more white there.
#16976 posted by Rick [75.65.153.192] on 2016/09/03 13:57:01
r_lightmap is a console command.
r_lightmap 1
r_lightmap 0
You can actually add it to your autoexec.cfg file. The autoexec.cfg is a file with commands that are run automatically when you start the game. You might have to create it first if you've never had one before (it's just a simple text file). The "toggle" part makes it so pressing the key turns it on/off.
bind "l" "toggle r_lightmap"
I use the L key, but it can be whatever you want.
Some other useful commands to put in autoexec.cfg are:
bind "?" "toggle r_fullbright"
bind "?" "toggle r_showtris"
bind "?" "toggle r_showbboxes"
noclip and notarget don't need "toggle"
bind "?" "noclip"
bind "?" "notarget"
Just replace the ? with whatever key you want to use.
#16977 posted by Rick [75.65.153.192] on 2016/09/03 14:07:34
I forgot to say, autoexec.cfg goes in the Quake/ID1 folder
If you play other game types such as Quoth and AD, you have to put a copy in their folder also.
#16978 posted by NewHouse [109.240.136.231] on 2016/09/03 15:19:06
Thanks, Rick. Now it is super fast to toggle between different views.
#16979 posted by Rick [75.65.153.192] on 2016/09/03 15:21:40
Sourced lights are when the light has an obvious point of origin. It is coming from something. That could be a flame or torch entity, but most often is a texture which has an image or picture of some kind of lighting fixture on it.
http://quaketastic.com/files/screen_shots/sourced_lights1.jpg
Notice how the source light is concentrated near the source and falls off quickly. The areas between are still lit, but not as much. And the light there has much less color. That is what I use fill/area lights for.
Keep in mind that I'm just offering some generalized examples here. I'm not at all trying to tell you exactly what to do.
#16980 posted by NewHouse [109.240.136.231] on 2016/09/03 15:56:44
Thanks, wasn't really sure what "sourced light" meant, I used 'real light source' on my posts. But yeah, that is the problem what light doesn't lit that much, and if value is much higher origin of light is too bright. Especially when using delay 2, then if I put delay 5 to give some of that white color it pretty much blend together with colored light, and in some cases leaves weird color print on surface (which is ugly looking).
This image is not exactly what I'm trying to do, but it is better than nothing: http://www.eaglelight.com/media/img/ledinsider/W1936-H1296-Bffffff/bulbpar38/par38_e27_1542_par38_grow_light_bulb_led_blue_garden_light_bottom.jpg
#16981 posted by NewHouse [109.240.136.231] on 2016/09/03 16:01:45
Is it possible to make faces/surfaces to receive color more?
#16982 posted by NewHouse [109.240.136.231] on 2016/09/03 16:31:31
Is it possible to make some kind of start map, where have to press button to increase/decrease brightness of screen. Something like Amnesia and Outlast had at the very beginning. Turn up/down until you see some wall or something.
#16983 posted by khreathor [78.88.31.56] on 2016/09/03 16:59:27
In Quoth you can trigger console command, so you could set brightness like this. I don't know if this is possible in vanilla Quake.
#16984 posted by Newhouse [83.145.195.16] on 2016/09/03 17:37:55
Instead of trying to force quake something impossible, this brightness selection start map would remove that problem people are having with maps that uses darker lights. I really hope this is the right way of thinking in this case? I have seen how quake tries to light up areas and it basically will kill the main goal I had, so if brightness is only issue.. why not try fix that first?
#16985 posted by Newhouse [83.145.195.16] on 2016/09/03 17:39:14
I mean why not solve* this problem this way.
#16986 posted by Kinn [86.143.77.118] on 2016/09/03 18:17:03
Because maps that are too dark is not a player problem, it's a mapper problem.
 Monitor Configuration -
#16987 posted by FifthElephant [82.21.157.236] on 2016/09/03 18:24:52
http://www.lagom.nl/lcd-test/
Good way of configuring your monitor, if everyone did this then we'd be halfway to getting some parity/unification on custom map lighting.
Also a good test is to play through episode 1 to get a good idea of what kind of brightness your maps should be.
#16988 posted by Newhouse [83.145.195.16] on 2016/09/03 18:46:43
Mappers can't be perfect in every aspect Kinn. And episode 1 is not my taste of coffee to be honest, episode 1 doesn't have darkness almost at all. I am not trying to please only older quake fans, but also people who love horror games nowadays such as Amnesia and Outlast, that in mind I try to find solutions how to balance these things. Screen brightness can be too dark for most users to be able to play horror games right away without setting screen brightness level inside game.
 Darkness
#16989 posted by Bloughsburgh [24.131.201.197] on 2016/09/03 19:02:18
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.
When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.
Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance!
 Darkness
#16990 posted by Bloughsburgh [24.131.201.197] on 2016/09/03 19:02:19
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.
When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.
Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance!
#16991 posted by Rick [75.65.153.192] on 2016/09/03 19:09:30
Windows 7 (probably 8 and 10 also) has a simple, but decent built-in calibration. You can find it in the "Display" properties or just run dccw.exe
I've always thought most of the original Quake levels were pretty dark. I normally have the brightness slider set 2 or 3 steps from full left (gamma 0.90 - 0.85).
I am also one those who use the original levels as a "go by" for setting brightness in my own maps.
#16992 posted by NewHouse [83.145.195.16] on 2016/09/03 19:09:49
Bloughsburgh did you read my latest comment? I don't like darkness if it ruins gameplay.. the thing is it does. Problem is not every people uses same settings as mappers (even if options are default or something). If I can see, and enjoy I know others can do, like some of them really did. I want to make it possible by adding options to set brightness. So I don't understand what is so wrong about this idea.
#16993 posted by Newhouse [83.145.195.16] on 2016/09/03 19:12:13
The thing is it doesn't ruin.. only settings fail.
#16994 posted by Kinn [86.143.77.118] on 2016/09/03 19:38:24
It sounds like you deliberately want the map to be darker than normal then, which is fine. But there's dark as in "I can't see shit, anywhere" - which is bad obviously for Quake - and then there's dark in a sort of Episode 4 way, where you have large swathes of black, but you can still see what's going on because the light is applied to create areas of bright contrast amongst the blackness so you can always make out the structure of the environment.
Making the map too dark everywhere, and then relying on the player to yank it up to a playable level using r_gamma (or some in-game interface to r_gamma) is silly and totally defeats the point.
#16995 posted by ericw [108.173.17.134] on 2016/09/03 19:39:41
The brightness sliders in engines aren't there to adapt to specific maps, they're for adapting to the room brightness you're playing in, whether you're playing windowed/fullscreen, how good your LCD's black level is, etc.
Dark/horror maps are fine but they should be built for the same gamma setting as, say, the dark maps in episode 4.
#16996 posted by NewHouse [109.240.25.171] on 2016/09/03 19:45:08
What settings episode 4 then used?
#16997 posted by NewHouse [109.240.25.171] on 2016/09/03 19:53:30
If something is silly, it is not stupid. But yeah episode 4 is my favorite episode. And also I like colors used like in old italian/france horror movies. So only way to make it pleasant for everyone is try as stupid as what I mentioned.
If someone doesn't like the result, at least I tried. But this is basically only thing that motivates me to do these maps.
 Newhouse
#16998 posted by Rick [75.65.153.192] on 2016/09/03 22:48:37
Stick with it and don't get discouraged. Lighting in Quake isn't easy. I probably spend as much time on lighting as I do on everything else combined.
Try to avoid fighting with the engine as much as possible. Cool ideas which are difficult or nearly impossible to implement really aren't worth the time when making your first few maps.
Don't put 95% of your effort into 5% of the map that most players won't appreciate anyway.
#16999 posted by NewHouse [109.240.25.171] on 2016/09/03 23:39:08
I have watched many playthroughs by several people, where people appreciate mood in maps.. just good map layout or idea isn't enough. This is also my hobby.. so I want to make maps I also like to play. Is it really worth making something mapper itself doesn't want to play. My goal is to make maps which I would play many many times and enjoy. For example I like challenge, so I make challenging maps, and hard has to be really hard even if I know the layout all the way through.
Darkness is important because enemies can hide in darkness, great way to set up ambushes. In jam map I used pulse lights very much because I wanted enemies to surprise player "mild jumpscare without awful noise". And many more things, which I need to learn how to do things properly.
In horror colors are the must, I cant capsule same mood using different or too bright colors.. that is why I have been spend 3-4 days in a row trying make blue color stay visible yet not let white color clear everything off. In my eyes quake is still horror action shooter no matter what others might say.
#17000 posted by NewHouse [109.240.25.171] on 2016/09/03 23:45:40
I pretty much believe.. I can't see this map with different lighting:
https://drive.google.com/file/d/0BwxYkKdSD855STItZWF3VlNGcmM/view?usp=sharing
I was working horror fantasy theme before this jam suddenly started. I was lucky I spotted it on time.
#17001 posted by NewHouse [109.240.25.171] on 2016/09/04 00:05:17
Wait a minute.. I could use blue fog to create that cold feeling*... now I will stupid.
#17002 posted by NewHouse [109.240.25.171] on 2016/09/04 00:05:37
feel*
 Newhouse
#17003 posted by FifthElephant [82.21.157.236] on 2016/09/04 04:19:30
those screenshots look like an ok brightness to me anyway
 FifthElephant
#17004 posted by NewHouse [93.106.149.162] on 2016/09/04 12:17:47
Maybe biggest reasons why this jam map (ice core) were so dark, wasn't because I didn't use enough intensity (light value), but because I used blue as a main light source and blue is quite dark color. If there is not enough intensity in shiny blue colors, there simply is no color then. Hopefully fog can add that extra boost to that mood, though I am not sure will that replace actual blue lights totally or not.
 NewHouse
#17005 posted by Mugwump [80.215.95.110] on 2016/09/04 12:36:10
Ice Core? Is that the name of your MJ7 entry? It's called Untitled in the map pack. Anyway, I don't think it's too dark and it certainly isn't darker than Khreathor's map. I happen to love the dark blue color you used for your lighting, it gives your map a very distinctive atmosphere, something that is often lacking in base maps.
 Mugwump
#17006 posted by NewHouse [188.238.63.148] on 2016/09/04 14:08:53
Stupid me was struggling to understand what people were talking "unfortunately untitled", I was that blind that I thought I changed the title, but nope. Welp, standalone version sure will have that name that is for sure.
It can be unclear to see why that name, because I cut off the whole 'ice core' section. Original vision was.. you need to turn power on in ice core, because pyros cut it off because they started fixing wires or something. Then elevators works, then you can go to security center where you find gold access key. Also after entering that last door in jam version, there was meant to be teleport room and one last battle, which teleports the player into fantasy world.. possible to this one map I was working before this jam map.
So those are things I'm working on. Lighting is still very important to keep in mind all the way through, because if I need to make changes to lighting.. even if I organize them to different layers it is not fast by any mean to make changes.
Mixed opinions about it doesn't make it any easier, other say that they like what they see and others say they can't see shit. And I just suggest something to fix lighting by giving a player options adjust brightness level, it seems like whether it is impossible in Quake or just silly(stupid).
In Quake, people are used to this kind of skill selection map thing, so obviously same logic "would" go on other specific settings too, that is only reason why I suggested something like that (having an options inside map). I could write something on readme, but who read them anyway - even I jump right into game.
#17007 posted by Mugwump [80.215.157.171] on 2016/09/04 14:43:43
So you're working on an expanded version, that's great! I suspected there was more to it when I saw "level 2" written above the exit door. If it's as good as the jam version, I look forward to playing it. As for fog, I think you should save it for the ice core once power is restored. You know, like cold produces condensation in cold storage equipments.
By the way, I noticed something odd in your map. In the LG room, there's some kind of flickering electric panel near the floor between the two doors. There's a neon flicker sound coming from the light on the left but this panel is strangely silent. You should add that sound there too, I think.
#17008 posted by Mugwump [80.215.82.177] on 2016/09/04 14:46:18
Also, I played it on skill 1 and there was A LOT of ammo. Like, I used maybe only half of it.
 Mugwump
#17009 posted by NewHouse [188.238.63.148] on 2016/09/04 17:36:54
" As for fog, I think you should save it for the ice core once power is restored. You know, like cold produces condensation in cold storage equipments."
- I will keep that in mind, it is a good idea.
"There's a neon flicker sound coming from the light on the left but this panel is strangely silent. You should add that sound there too, I think. "
- I just quickly added something weird there, because that left wall has secret door and it's texture is even misaligned on purpose. I assume you didn't spotted secret* Sound might have been wrong in this case, I need to experience more with ambient sounds. If you played fixed version.. I remember adding there broken lamp & that sound..
#17010 posted by Mugwump [80.215.79.115] on 2016/09/04 18:34:55
So that's the one secret I missed! Thanks for the tip. The thing with hinting at secrets with flickering light/sound is that these defective lamps are also used just for ambiance, without any secret, so I tend to overlook them. I think it's better if the hint feels more out of place, like a slightly misaligned, discolored or particular texture, or an odd architectural detail. I've just checked and you did put a misaligned texture, but I failed to notice it during my playthrough.
While on the subject of secrets, the rocket jump one had a cool message that made it feel like an "achievement", but as a rule you'll want to avoid secrets that aren't accessible by normal means. Another thing: In the control center, there's a shootable button that makes a block rise to reveal a secret with rocket ammo. The problem is that once you do this, the quad above becomes inaccessible because you can't jump on that block anymore.
Glad you like my idea about the fog. It just seems logical that there should be ground fog in there, and it wouldn't really make sense to have fog in the entire base.
 Mugwump
#17011 posted by NewHouse [188.238.63.148] on 2016/09/04 20:38:47
Thanks for reminding me about that computer room secret, it indeed blocks way to up to get that quad damage. I haven't yet figured out how to make it, but one idea was to place another button inside that computer room secret, because I will make it lower after certain time so player can get quad damage*
I received same kind of feedback from couple people about that rocket jump secret.. so I made it so player can either find illusionary secret path or just rocket jump and message is "Illusionary/Rocket Jump secret". Hopefully that is good way to say it, so player knows that it is possible to access two ways, and naturally if player just rocket jumps, he/she will find also illusionary secret path.
Also I let my friend play play test my map, and I realize I need to move rocket launcher secret on same wall as megahealth secret, if you spotted these 2 secrets before yet near Rocket Jump secret. Basically when you jump from up to middle of boxes where that flashing red door is, there is red arrow shootable button, which opens secret door up where you jumped. Problem was because it wasn't 100% in player view, my friend missed it twice! So now I even placed that in front of face, if player misses it first time, at least when he comes back after picking that GK, he sees it in front of his eyes while walking/running up stairs.
So it kind of feels like I need to make "easy" secrets very very easy to spot. And leave only couple of them, quite hard to find.
 Mugwump
#17012 posted by NewHouse [188.238.63.148] on 2016/09/04 20:50:04
After all, it is good to have many secret, but almost half of them should be quite easy to find, that will be my goal for each map. It is good to see from feedback/records what kind of secrets are easier to spot.
Computer room quad damage is weird one, it is not secret though.. though it should be in final version. But that one, even I forget that until I finished my map and saw intermission screen.. this moment of realization might comes to many players, which is only good thing. It is nice to hide something on intermission view, if player somehow misses it. I assume you didn't notice it on first play until intermission screen?
#17013 posted by Mugwump [80.215.74.124] on 2016/09/04 22:01:31
I don't exactly get what you mean with that illusionary/rocket jump thing (language barrier I guess, I know english isn't your native tongue). Both secrets are not far apart but not in the same place and one doesn't lead to the other.
The timed block with the button inside would solve the problem, yes. Classic Quake way to deal with secret rooms.
I've played your map only once so far, so I did spot the quad all by myself. Honestly, it's not so hard to find, all you have to do is look around the room, and the way to access it is pretty obvious too. It really shouldn't count as a secret IMHO.
I don't think you need to make your secrets easier. They're already all easy to find if the player pays attention. I kinda suck at finding secrets but I found almost all of them. It took me a few seconds to figure out what that button behind the crates opened but it was really easy too. At any rate, you should make some secrets harder to find (but not too hard either). I missed the one in the LG room but I'm sure I would have spotted it another time. If there's no challenge in a secret, there's little satisfaction out of finding it.
If you need playtesters, a good way to find some would be to upload your map on this site as a work-in-progress.
#17014 posted by Mugwump [188.238.63.148] on 2016/09/04 22:16:23
I mean I made another way to access this rocket jump secret, there will be illusionary path to it also, and that's why I changed its message text to "Illusionary/Rocket jump secret". Don't confuse it to silver key illusionary secret that is near the GK.
You're maybe right, maybe it's good to leave that quad damage on control center not secret, like it is now.
So you say, you even spotted last silver key behind that illusionary wall? I must be one of few who actually notice it (even though I made it very obvious, because that broken grate) and light coming through that wall a bit.
I will post shared link to my work-in-progress map, when there is more stuff than just one new area which consists one hallway and one smallish room. Also when map is starting to get bigger, there is more room for more intellectual secrets (harder secrets). I just needed to fill gaps in this smallish vision, so it felt bigger than what it really was.
#17015 posted by NewHouse [188.238.63.148] on 2016/09/04 22:18:15
"I must be one of few who actually notice it..."
You must be*
sorry my typos >_>
#17016 posted by NewHouse [188.238.63.148] on 2016/09/04 22:19:07
And that earlier was posted by me.. Time to go bed, let the tomorrow be better day for me.
#17017 posted by Mugwump [80.215.74.118] on 2016/09/04 22:30:18
Oh, OK, you mean in the new version you're making.
The silver key is very easy to see, it literally shines through the grate! I think maybe you should put solid walls there instead of grates. The dark alcove surrounded by big red upward arrows is invitation enough to explore it, I believe. I don't know, can anyone else give some input on this?
#17018 posted by Mugwump [80.215.74.118] on 2016/09/04 22:32:52
Ha ha, yeah, I think I'd remember if I had written this! OK, good night.
#17019 posted by NewHouse [188.238.15.193] on 2016/09/05 02:18:51
So I woke up, and had awful headache* Maybe because of that Sauna.. but anyway. I have to make list of all these things needs to be done, otherwise I will forget something. Checklist: first priority -> make checklist.
 "Checklist: First Priority -> Make Checklist."
#17020 posted by Mugwump [80.215.87.132] on 2016/09/05 02:51:50
Ha ha ha!
#17021 posted by Mugwump [80.215.87.132] on 2016/09/05 02:53:44
At least your headache doesn't impair your sense of humor.
#17022 posted by NewHouse [188.238.15.193] on 2016/09/05 03:14:52
In game business I have even experienced that sometimes when I even talk "seriously", everyone things I'm joking or something. That is the most embarrassing feeling to experience, when you don't even get it in that situation right away that they are laughing to what you said or did* But overall, I try to be humorous just because I can, and my language-barrier makes it even funnier for some people.
 Speaking Of, Where Are You From?
#17023 posted by Mugwump [80.215.73.194] on 2016/09/05 03:41:15
#17024 posted by NewHouse [188.238.15.193] on 2016/09/05 04:10:13
From Finland, the country which nobody takes seriously.
#17025 posted by Mugwump [80.215.90.185] on 2016/09/05 04:51:56
...And you wonder why people think you're funny even when you're serious! xD I take at least one of your fellow compatriots seriously: Olivia Merilahti, lead singer of french band The Do. If you like original pop-rock, you should check them out. Their first two albums are very good, the third one a little less.
#17026 posted by NewHouse [188.238.36.203] on 2016/09/05 11:25:49
It might match with my taste, though personally I'm not into soft beats, unless it has some good melodies or meaning behind. It feels like many bands run out of ideas when it comes to writing songs. This is one of reasons why it is impossible for me to have only one favorite band. But I guess this went to off-topic*
#17027 posted by Mugwump [80.215.76.125] on 2016/09/05 11:32:31
Well they do have ideas. Check their first two albums, I'm sure you won't regret it. But yeah, we better stop veering off-topic if we don't want to get trashed. The rules seem pretty strict on this board.
 N00b Question
#17028 posted by Mugwump [80.215.154.172] on 2016/09/05 20:22:43
I'm guessing the answer is yes, but just to be sure: If I make a map in one editor, can I open it and modify it in other editors without issues? Until I switch to Windows 7 and TB 2.0, I might have to use Radiant or WC for some features lacking in TB 1.16.
#17029 posted by ericw [108.173.17.134] on 2016/09/05 20:34:48
The only incompatibility is the Valve220 map format. TB2, WC, J.A.C.K, Quark support it. Radiant and TB1.x don't.
As far as I know WC/J.A.C.K can only save in 220 format so switching between those editors and TB2 should be fine, but you will probably have issues switching between WC/J.A.C.K and TB1.
 Thanks, Eric
#17030 posted by Mugwump [80.215.84.101] on 2016/09/05 21:01:00
OK, I guess I'll go with Radiant if needed, then. Valve220 is for... Valve games, I suppose? I'm mapping for Q1 anyway, so it doesn't concern me. Wait, since when WC is Valve-exclusive? I remember it was once THE editor of reference for Quake.
 Mugwump
#17031 posted by NewHouse [188.238.0.174] on 2016/09/05 22:02:38
I don't know will this help you, but I mostly make everything on Trenchbroom 2 beta, but cylinders, spiral stairs etc. I make in J.A.C.K, it's like a radiant. I haven't received any issues so far, so I would recommend something like that - if you prefer more working on TB's 3d view but need some complex brushes too, use J.A.C.K it is quite easy to use.
 Mugwump
#17032 posted by NewHouse [188.238.0.174] on 2016/09/05 22:08:26
In Trenchbroom 2, there is couple bugs, but those are easy to avoid. One of bug, which might be already fixed, anyway - if you undo your events, it sometimes crashes, so remember save constantly. And also something weird happened me back then, when making brushes in J.A.C.K I have to open them in TB1 not TB2, then save it in TB1, and open it TB2. I said something wrong version.. but that way I made it to work. And again I'm not sure if these issues are already fixed.
 Let's Try Correct My Terrible Text
#17033 posted by NewHouse [188.238.0.174] on 2016/09/05 22:11:29
..then save it in TB1, and finally open it TB2. TB's console said something invalid something.. but anyway it opened in TB1 and I was able to save it.
 I'd Like To Know Which Editor The More Prolific Mappers On Here Use
#17034 posted by killpixel [201.202.198.162] on 2016/09/05 22:28:52
I prefer radiant because I like the control, albeit at a cost of speed, but as a novice that doesn't seem to have too much of an impact. However, complex multi-vert manipulation, as seen in czg's curve tut, isn't very practical/possible, unless I'm missing something.
TB seems like a very nice editor but I just prefer ortho 90% of the time.
#17035 posted by Newhouse [188.238.0.174] on 2016/09/05 22:37:37
J.A.C.K is pretty much like Radiant. TB2 beta has ortho view also, but doesn't have much functionality - just about that grid snapping when it comes to those top, down, side views.
#17036 posted by Mugwump [80.215.158.21] on 2016/09/05 22:52:01
I use TB 1.16 because I'm still under WinXP and apparently TB 2 doesn't like XP (I've tried).
I remember trying WC and Radiant back in the day but I quit because these programs weren't user-friendly enough for me. TB is, so I'm finally getting to it after 20 years. And now that I'm getting acquainted with the tools, I might be able to get used to Radiant.
 Killpixel
#17037 posted by Mugwump [80.215.69.150] on 2016/09/05 22:56:29
Isn't it written in the readmes? Which editor they build their maps on?
 Mugwump
#17038 posted by Newhouse [188.238.0.174] on 2016/09/05 22:59:17
"Nobody reads readmes"
~NewHouse
 From CZG07.txt
#17039 posted by Mugwump [80.215.87.220] on 2016/09/05 23:09:58
* Construction *
Base : Scratch
Editor(s) : WorldCraft, Paint Shop Pro 6, WALly, Maketex.exe, Tex-Mex, CoolEdit, Notepad, Proqcc.
 From DOPA_readme.txt
#17040 posted by Mugwump [80.215.87.220] on 2016/09/05 23:12:16
Editor used: WorldCraft 3.3
 From 768_spirit.txt
#17041 posted by Mugwump [80.215.131.181] on 2016/09/05 23:17:49
Editor(s) used: QuArK
 From SKSP2.txt
#17042 posted by Mugwump [80.215.153.165] on 2016/09/05 23:22:42
Editor: TrenchBroom 1.1.1 Build 368 / Hammer 3.5
 Etc...
#17043 posted by Mugwump [80.215.153.165] on 2016/09/05 23:23:38
 Plenty...
#17044 posted by Mugwump [80.215.66.145] on 2016/09/05 23:29:38
...of other useful information in those readmes, it's a shame to miss it.
 Derp
#17045 posted by killpixel [201.202.198.162] on 2016/09/05 23:31:46
Isn't it written in the readmes? Which editor they build their maps on?
I can't remember the last time I read a readme. I suppose that's my problem right there.
Interesting lack of radiant use...
 Func_detail
#17046 posted by khreathor [78.88.31.56] on 2016/09/05 23:44:41
Is func_detail recognized by every modern compiler? or is it Tyrutils only feature? I never used other compilers, so I don't know if they have this "feature" implemented.
p.s.
Guys you should consider combining all your thoughts into one post instead of multiple one-sentence posts every 5 minutes. And keep debates about headache and being funny in PM messages.
It looks like chat now, it's hard to search through this thread later, when you need specific information but you face wall of text instead...
I'm not ranting, just an idea how to make life easier ;)
 Khreathor
#17047 posted by ericw [108.173.17.134] on 2016/09/05 23:53:55
func_detail is also in rebb's (http://www.voidspark.net/projects/bjptools_xt/)
#17048 posted by ayy lmao [197.231.221.211] on 2016/09/06 00:19:12
And keep debates about headache and being funny in PM messages.
Do you mean you're not enjoying the PooHouse and Cumdump show??? It's so good it brought me out of retirement!
#17049 posted by Rick [75.65.153.192] on 2016/09/06 00:52:51
I know I'm not. I find the stream of near useless 2 sentence posts that have appeared in multiple threads highly distracting.
I'm not at all in favor of banning people, but I don't think a posts per day limitation on new users would bother me.
#17050 posted by Kinn [86.143.77.118] on 2016/09/06 01:06:11
Quite honestly the forum should just be moderated. If it's obvious that drivel/chat posts will get deleted, then the perpetrators might learn to stay on-topic and put some fucking effort in maybe.
#17052 posted by NewHouse [188.238.40.36] on 2016/09/06 05:24:37
So now on I will immediately suggest using my email for these conversations. Unfortunately the best feedback comes(after some time) when people can talk freely. So I apologise that my language-barrier or wall of text doesn't mean anything to you guys, mostly because it really wasn't targeted to you. I know myself that well, that now on I will jump right into email and will stop responding to messages in here.
#17053 posted by NewHouse [93.106.41.33] on 2016/09/06 06:33:39
Ps. Watch your mouth Kinn. Some new here just wanted to be talkative. Why not talk about this like adults with them. I know people can learn from mistakes, anyway your way of speaking is in many cases quite negative or at least it sounds like it.
 "Interesting Lack Of Radiant Use"
#17054 posted by Mugwump [80.214.126.176] on 2016/09/06 12:39:57
Well that was just a few examples, I'm sure we can find maps made using Radiant. Not every readme has this kind of details, though.
#17055 posted by NewHouse [188.238.80.33] on 2016/09/06 13:14:12
But yeah, Mugwump if you want to chat more about something here is my one email mikkou9 ( at ) gmail ( dot ) com
 Max Efrags
#17058 posted by madfox [84.84.178.104] on 2016/09/06 22:41:05
 Found It
#17059 posted by madfox [84.84.178.104] on 2016/09/06 22:48:08
caused by having entities (typically torches) too close to oreven partly inside solid walls.
 NewHouse
#17061 posted by Mugwump [80.215.39.129] on 2016/09/08 14:34:04
Noted. I wouldn't give my e-mail openly over the internet like that but I'll send you a mail.
#17062 posted by lpowell [64.85.227.55] on 2016/09/14 09:47:21
Alright, so here's a weird one.
Basically, there's a point (really, a whole vertical plane) in my map that sends you into the void--whether you're "in" the map or not.
It's kind of hard to describe so I uploaded a video:
https://drive.google.com/open?id=0B5ubevjSCiEYZFZlX2VUQzZnN1E
As you can see, if you move away from the blue bridge structure towards the blackness, you pass into the grey void without actually reaching the end of the box--and as I demonstrate later, this happens outside of the map bounds as well. Actually, you're technically taken to the *other* side of the map--as if you'd gone so far in one direction that you looped around to the other (like what happens when you fall through a hole in an unsealed map).
I *don't* think it's because I exceeded normal map size limits (that's what those colored lines are supposed to represent in TrenchBroom, right?). I've already ruled out holes, at least those that BSP can detect, having tracked them all down with pointfiles and removed them. Any ideas?
#17063 posted by Pritchard [121.219.4.122] on 2016/09/14 10:37:52
That really does look like hitting up against the hard limits of map size, actually. I'm not aware of any coloured lines in TrenchBroom that represent the bounds of the map, either, just the set that extends out from the origin along the various axes. My advice would be to spawn an entity out there and check its "origin" key values, or use the viewpos command to check the player's own coordinates.
If you're not actually outside the map bounds, i'm totally stumped.
#17064 posted by Shamblernaut [121.45.239.52] on 2016/09/14 10:39:29
I had this issue when I exceeded the 4000 from origin limit
#17065 posted by lpowell [64.85.227.55] on 2016/09/14 10:55:27
That might be it, although those flames are just past 4000 units from origin (e.g. one of them is at -224 4048 460 according to TB).
The colored lines are visible here:
https://drive.google.com/open?id=0B5ubevjSCiEYT1JfRF9SODBjZG8
I thought I read somewhere they extend as far as some (extended) limit but I guess they're just the axes. To be honest, I thought the map size was a bit bigger.
There are bigger maps though, like ORL's Zeangala... how does that work?
 Might Leave It In As An "easter Egg"
#17066 posted by lpowell [64.85.227.55] on 2016/09/14 10:58:41
cause it's a super secret area that I doubt many of the ten whole people who will play the map will get to, and they'd fall to their deaths if they jumped from there anyway. :P
 Lane
#17067 posted by Bloughsburgh [75.151.243.225] on 2016/09/14 14:34:24
You could Select ALL and drift the entire map's contents a bit away from the boundary limit.
#17068 posted by metlslime [166.137.242.51] on 2016/09/14 17:23:35
4096 is the actual limit, not 4000.
 Arcane Dimensions & Func_rotates
#17069 posted by Newhouse [188.238.58.183] on 2016/09/14 23:31:23
I have been reading ad docs, especially trying to figure out how to make door open in a way.. I can specify origin where door rotates 90 degrees, and probably will just stay open after triggering, because if it spins back after some time "wait", it should notice if it touches players or enemies so it goes back to open..
Noir thmemed map, wooden doors might look stupid if they just moves inside walls.
 Arcane Dimensions & Func_rotates..
#17070 posted by Newhouse [188.238.58.183] on 2016/09/14 23:33:47
Sorry typos.. anyway there is multiple options..
'func_rotate_door' + 'info_rotate' might be things I should use?
 Lpowell
#17071 posted by Orl [73.10.210.162] on 2016/09/15 01:13:19
You can use sv_protocol 999 console command in the latest Quakespasm, 0.92.0. That expands the quake boundary limit from +-4096 to +-32678. There's no special compiling tools or commands to use either, just set sv_protocol to 999, restart the map, and you should be golden.
#17072 posted by lpowell [64.85.227.55] on 2016/09/15 07:24:21
Thanks ORL! I took Bloughsburgh's advice (thanks!), but that is good to know in case I ever get crazy enough to make a really huge map. (Btw, Cataractnacon/Zeangala is one of my top Quake releases ever! So thanks for that too!)
 Lpowell
#17073 posted by Orl [73.10.210.162] on 2016/09/15 18:48:24
Thank you, it makes me happy to hear you enjoyed those maps. Don't be afraid to make some really huge background scenery for your own maps, now that you have the freedom to do so. :)
 Func_skip, Func_ignore
#17074 posted by adib [192.228.171.156] on 2016/09/16 14:00:48
Hey guys.
I need a brush entity that will be in the map file, but completely ignored by qbsp. Is there any already?
What about using the skip texture? If I cover a brush with "skip" completely, none of its planes will make it to BSP. But what are the side effects? Any unused remains of data in BSP structure?
Or better put: if I cover a brush with skip texture completely, BSP will be exactly the same as if that brush was never there?
 Nope
#17075 posted by Qmaster [70.195.110.82] on 2016/09/16 18:50:58
Skip texture merely skips adding those faces to the visible world model. The brush will syill affect collision, leafs, portals, and brush splitting.
For instance, put a skip wall across a hallway and there will be a line with the hall of mirrors HOM where the brush touches the other walls. Also it will block the player, bullets, line of sight, etc.
Maybe you need func_detail. That makes it such that it ignores that brush for vis leaf generation in qbsp then lumps it in with the world as a normal brush.
Else maybe you need an info_null brush. It would help if you specified your goal.
 Confused
#17076 posted by Preach [77.99.55.146] on 2016/09/16 23:56:24
I need a brush entity that will be in the map file, but completely ignored by qbsp. Is there any already?
Do you need a brush entity? If you have an entity with no brushes, isn't that a point entity? Why does it need to be a brush entity?
 Sorry, I Should Explain
#17077 posted by adib [192.228.171.156] on 2016/09/17 21:40:03
My goal is to use VMFII / ItEndWithTens' func_instance entity to make most of my level.
I created a modular greybox of the level. Each part will be replaced by a real asset: a corridor section, a junction, a 45 degree curve, etc.
The func_instance entity is a point entity. That would force me to have 80% of my level made of tiny pink boxes in the middle of nowhere.
So, I tried to turn each of my greybox blocks into a func_entity, to be replaced by the "production" corresponding prefabs. I changed func_entity's class from @PointClass to @SolidClass, but the code then positions the prefab at (0, 0, 0). I believe it's due to the absence of "origin" property in brush entities. I then tried to add an "origin" property by hand, but JackHammer keeps renaming it to origin#1, origin#2, ... seems that there is a hidden "origin" property on brush entities that I'm not allowed to manipulate.
So, I was considering a workaround: what if my greybox assets were some "func_skip" to stay in the source .MAP as a visual reference, but to be skipped by qbsp? I would use this func_skip along with func_instance.
This is, obviously, not the cleaner solution. If someone has any other idea...
Looks like func_instance was meant to be used for specific assets in a level, not most of its geometry. But that would be very handy.
 Actually Not So Bad Idea
#17078 posted by Newhouse [109.240.114.32] on 2016/09/17 22:42:45
For example if I have a lot same kind of things like.. specific statues/pillars etc. , it would be so easy to just modify one and all others updates themselves at the same time. But I assume that is editor specific feature then.. There is already layers.. even groups in TB, but haven't figured out how much things you can do with them.. Are you using J.A.C.K?
#17079 posted by Pritchard [121.219.4.122] on 2016/09/18 02:39:53
The Quake engine just isn't designed around this kind of map development. You would have a lot of trouble lighting, vising and in general would struggle with actually making a map in such a way.
Modern game engines can do a lot more "dynamic" computation at runtime, which is why they can use such techniques to build their levels from sets of prefab'd assets, and on top of that their compilers will work with that in mind as well and operate as if the objects were actually in place.
Besides, I can't see a good level coming out of this technique. Unless you build a unique prefab for every part of your level (which is the same as just building it the normal way) you will end up with a bland creation that looks copy-pasted and repetitive...
What NewHouse is talking about with easily duplicating detailed brushwork for small parts of an area is fine, but due to the technical issues I raised above is best done using something like TrenchBroom's group functionality or by turning all relevant brushes into some kind of func_ that can be selected all at once.
 Ok, But
#17081 posted by adib [192.228.171.156] on 2016/09/18 07:57:18
No guys, I'm using func_instance, developed for Half Life and modified by our buddy ItEndsWithTens here. It's a .map preprocessing, before compiling. It has the needed features, works great, it's tried and true.
Pritchard, it's all a matter of balance. I can compose a unique room out of prefab chunks, use a corridor section multiple times with different lighting, etc, the way it's done with modern engines.
#17082 posted by Pritchard [121.219.4.122] on 2016/09/18 09:01:26
Hmm... I see. I still don't think it's a good idea, but it's really up to you and if done well it can come close to rivalling entirely hand-made maps.
Sadly i'm not sure how you could avoid the pink boxes issue, you might just have to live with it. I think that there would need to be significant changes to how entities and brushes work in Quake to make it possible to replace brushes like that, especially if the current pre-processor isn't meant to do that.
 Wider Solutions
#17083 posted by Preach [77.99.55.146] on 2016/09/18 10:51:25
I worry that you might be trying to solve the problem in the wrong place. If you've having trouble in the editor seeing what a func_instance represents, perhaps that's something that the editor should provide support for.
Having said that, the .map file is a pretty straight-forward text format. So I'd imagine it would be possible to create a script in e.g. Python which removes the brushes from func_instance entities, and run it prior to qbsp. This might be a better solution for the specific problem at hand than a modification to qbsp itself.
 Preach
#17084 posted by adib [192.228.171.156] on 2016/09/18 11:17:05
Yes, it is.
And yes, that's what I'll end up trying to do, considering I don't know and don't care to know about C#. Python seems the right choice.
I just e-mailed Rob (aka ItEndWithTens) about his func_instance entity. More info and more brains on it doesn't hurt.
The only place I've extensively used instances for major portions of a map is in Half-Life 2, where Hammer supports the display of instance contents in the editor (even though you need an external utility to compile the maps, since the singleplayer HL2 compilers don't support the entity). Building an entire map out of them when all you can see is little pink boxes is beyond my level of patience. :)
Support for instances would need to be added to editors for the idea to really work well. I know Xaerox has mentioned a passing interest in adding support to Jack for instances, "adding .map as another model format" or something to that effect, but I don't imagine it's a priority for him, or anyone else. Also, as Pritchard has said, you don't want to end up with that "snapped together from prefab 128-unit cubes" look so many games have; instances are useful for all sorts of things, but I wouldn't personally recommend making the whole map out of modular sections.
Nonetheless, I'm not looking to force a mapping philosophy on users by way of the tool, so I suppose I could add support for something like what you're describing. For example, and I'm just brainstorming here, maybe users could specify an entity type on the command line they'd like removed from their top-level map. Tie your placeholder geometry to a custom entity in your editor, say "func_greybox" for argument's sake, then run Quinstance with your usual parameters plus --remove_entity func_greybox and simply have it kept out of the final, collapsed .map file.
I need to get a couple of bug fixes released anyway, I could take a look at adding this at the same time. I'll give it a shot myself, but does this sound like an approach you'd find useful?
 Never Mind My Question!
Whether you'll find it useful or not is a moot point, as I've just finished adding an entity removal option. :D I'll update the actual Quinstance thread later on, but for now the release is available for everyone to play with: Quinstance 0.3.0
Please do let me know how many things are horribly broken!
 Yay!
#17087 posted by adib [192.228.171.156] on 2016/09/19 15:23:03
Yes, very useful. I was getting ready to implement a new tool, but that's awesome, gonna try it right away.
Thanks, man.
 @Tens: Bug
#17088 posted by adib [192.228.171.156] on 2016/09/19 16:06:49
My func_greybox instances were removed, but there is a problem. This is how the prefab is supposed to look, but when I place func_instance like this it appears like this
Looks like intersection between the func_instance and another func_ is f..king the whole thing.
 Workaround
#17089 posted by adib [192.228.171.156] on 2016/09/19 16:13:09
- of course there is one. I positioned func_instance 32 units under the func_greybox and lifted the prefab 32 units in its .map
Intersection avoided, everything works. Bug reported. :)
Damn it, that's disappointing. Would you be willing to send me the files so I could take a look?
 Sure
#17091 posted by adib [192.228.171.156] on 2016/09/19 16:32:22
Just sent you.
 Damn!
#17092 posted by adib [192.228.171.156] on 2016/09/19 17:19:06
Turns out I was screwing up. It works fine. Thanks, Tens.
 Ain't No Thang
You're welcome, any time! As I mentioned in my email to Adib, the test map he sent along revealed by way of no harm another bug, unrelated to the issue at hand, so I'm throwing together version 0.3.1 for release sometime today. When it's done I'll go update my own thread, if anyone's interested.
 Adib
#17094 posted by Mugwump [80.214.26.1] on 2016/09/19 18:09:27
Out of pure curiosity, what was the screw-up?
 Mugwump
#17095 posted by adib [192.228.171.156] on 2016/09/19 20:53:42
I used the -r switch on a test map but wasn't using on the real map. Greybox asset and production asset were clipping each other.
 Twilight Zone
#17096 posted by adib [192.228.171.156] on 2016/09/20 16:56:48
Something weird. If I travel in one direction inside my map, at some point everything disappear and I'm on the other end of the map's working area in JACK. I mean, outside the level, looking at the level from a distance, as if I'm teleported to zero or something.
Like I'm blowing a limit and being teleported around to the other side.
I already tried to use Arcane Dimensions settings (if it works for Swampy, gonna work for my level):
-heapsize 256000 -zone 4096
and even tried to increase zone to 8192. No luck.
Does anybody know what's happening?
 Obligatory
#17097 posted by Bloughsburgh [162.217.80.40] on 2016/09/20 17:05:03
Is it close to map boundaries regardless of the settings you are using?
 Adib
#17098 posted by total_newbie [91.64.58.113] on 2016/09/20 17:09:53
You're moving more than 4096 units away from the centre of the world would be my guess, i.e. your map exceeds Quake's normal limits. The same thing would happen in any map if you were to move long enough in one direction using noclip.
If it just happens on one side of the map, it might mean that you simply need to centre your brushwork, i.e. select everything in-editor and move it to a more central position.
Unless I completely misunderstood what you meant.
 Bloughs And Total_Newbie
#17099 posted by adib [192.228.171.156] on 2016/09/20 17:19:40
Yes, it's close to map boundaries and it's close to 4096, but about these heapsize and zone settings, don't they take care of it?
#17100 posted by total_newbie [91.64.58.113] on 2016/09/20 17:23:46
No, the only ways you can fix it are:
1) make sure you move your brushes away from the limit on all sides
or
2) if your map is too large and exceeds the limit in two opposite directions, you can use an engine that supports protocol 999 (like current versions of Quakespasm).
#17101 posted by total_newbie [91.64.58.113] on 2016/09/20 17:32:29
*as far as I know, I should add. I could be talking utter nonsense.
I should perhaps have waited for a more experienced and knowledgeable person to answer, but I sometimes get all giddy when I actually (think I) know the answer to something (as opposed to just asking lots of basic questions, which is what I usually do around here). "Ooh, ooh! I know this one!"
But yeah, to the best of my knowledge, that was the point of adding protocol 999 to QS, because there's no other way a map that exceeds the +-4096 limit (like ORL's Zeangala) is going to be playable.
 Err
#17102 posted by total_newbie [91.64.58.113] on 2016/09/20 17:49:10
Adib: just realised a very similar discussion took place just a few days ago:
http://www.celephais.net/board/view_thread.php?id=4&start=17062&end=17071
Sorry for posting thrice in a row.
 +sv_protocol 999 Or +protocol 999 Depending On Engine
#17103 posted by Qmaster [70.195.66.124] on 2016/09/20 18:16:24
 I'm Back
#17104 posted by Johnison Boa [186.105.124.108] on 2016/09/21 01:05:48
I am opening fteqccgui.exe in mac with wine, but I don't know if my problem is this compiler or are the qc files I downloaded, I can't compile fine; because all qc files have string errors and using /**/ I cannot solve my problem.
H3LP
 Coding Issues Should Go In Coding Help But
#17105 posted by Qmaster [70.195.65.85] on 2016/09/21 01:39:18
What is the error saying?
 Leak But Not A Leak?
#17106 posted by Pritchard [121.219.4.122] on 2016/09/21 16:00:01
I just noticed today that an area of my map that I "finished" a while ago had a leak in it. Which is strange, because it's sealed, and I can run vis on it. Here's what I mean:
Exhibit A
And here's what it looks like in the editor:
Exhibit B
Now, like I said, the map is still considered sealed. It won't generate a pointfile, and although I haven't let vis finish because it takes a while now, that will start and complete the base vis without any issues.
So, I ended up fixing it by adding a new brush to cover the area over, but the whole thing made me curious as to what it was that caused this in the first place. Any ideas? Has anyone seen this before, any way to reliably reproduce?
As a side note, how concerned should I be about warnings about things such as efrags and marksurfaces? My map breaks both of those limits and gives warnings on developer 1. Same for missing textures; the console reports 20 missing textures, but I've never encountered them playing the map so it seems superfluous.
 #17106
#17107 posted by Kinn [86.140.23.106] on 2016/09/21 16:13:49
That happens reasonably often - bsp just sharts out a harmless random HOM for no real reason. Best solution is just to slightly change the brushwork in that location and see if it goes away.
 About Custom Wads
#17108 posted by Mugwump [80.214.118.142] on 2016/09/21 16:22:47
If I create a custom wad for a map and later add more textures to that wad in order to enrich my map, will the map still use the wad's old textures correctly without glitches or errors?
#17109 posted by khreathor [78.88.31.56] on 2016/09/21 16:28:58
the only thing that matters are texture names, so you can add later as many textures as you want.
#17110 posted by Pritchard [121.219.4.122] on 2016/09/21 16:52:47
I have a map in Tesseract. Not having to worry about breaking my map by adding textures anywhere other than the end of the list (so basically deciding everything you want to use at the start) is such a nice difference in Quake mapping. Only issue here is name conflicts but I'm pretty sure they're resolved based on the order they're in then which is fine...
 Thanks
#17111 posted by Mugwump [80.214.118.142] on 2016/09/21 17:47:41
 #17106
#17112 posted by Qmaster [70.195.65.85] on 2016/09/21 18:24:20
Or just ignore and release anyway. Stupid steps in my terracity map never could get that missing tri to show up. It's like qbsp thinks the face is invalid.
It could be the .map exporter. I never have trusted it in any single bsp style editor I've used. Hammer/Source Engine, Worldcraft, J.A.C.K, all of them I distrust for providing accuracy of each vertex. Just create some wierd angle geometry, export to .map. Import the map, and you may notice some brushes are invalid or missing.
 Pritchard
#17113 posted by lpowell [64.85.227.55] on 2016/09/21 19:04:02
I similar thing happened to me at one point in making my map. No holes, but after I compiled the BSP there was a nice fat hole where a rock should have been. I just adjusted one of its vertices in the editor and it went away next compile.
 TexMex
#17114 posted by Mugwump [80.215.206.180] on 2016/09/21 22:58:47
So, I've spent a few hours in PhotoShop, customizing colored textures into pure black and white versions without greys, Sin City style. But when I try to import them in TexMex, the program sends a "file type not supported" message. I've tried with jpg and tga versions but it refuses them both. Ideas?
#17115 posted by metlslime [159.153.4.50] on 2016/09/21 23:15:16
generally i do a ctrl-c from photoshop and then ctrl-v into texmex, for each image.
#17116 posted by Shamblernaut [121.45.237.124] on 2016/09/21 23:28:12
I use gimp and export as tga.
There are some wonky ass tools out there for quake asset editing, mostly because of the age of the tools and the formats.
 #17105
#17117 posted by Johnison Boa [200.28.212.247] on 2016/09/22 00:21:26
so much errors in my qc files, but I remember so much "not a name"
 Metlslime
#17118 posted by Mugwump [80.214.28.25] on 2016/09/22 01:34:31
"generally i do a ctrl-c from photoshop and then ctrl-v into texmex, for each image." Yeah, that works, but it's tedious to say the least! I have several dozens of textures to import and TexMex is supposed to support batch import.
 Spot The Nailgun
#17119 posted by Pritchard [131.170.5.6] on 2016/09/22 05:53:26
So, recently I got a demo of my level (thanks ericw!) and in it the player missed a weapon that they pretty much need to have.
See it?
The problem is entirely my fault, as far as i'm concerned; it's just too damn hard to see the nailgun as you're moving through the area. Unless you spend enough time there to notice it, the approach and subsequent movement paths mean that you have a higher chance of finding it by accidentally picking it up than actually seeing it.
Eric suggested that I use a flickering light to draw more attention to the area, which I might try, but I thought I'd ask here to see if anyone else has some suggestions for me to try.
 Flickering Lights Are Tricky
#17120 posted by Mugwump [80.215.99.67] on 2016/09/22 06:51:07
I tend to overlook them because they're much more often used as simple decorations rather than hints at goodies/secrets. You could try a light of a different color, maybe? Or if it's not a secret there are many solutions. You could for example point a spotlight at the nailgun, or place it on some sort of pedestal.
#17121 posted by Pritchard [131.170.5.2] on 2016/09/22 07:10:34
It's already under a spotlight and on a "pedestal" of sorts, although I may give it a proper pedestal rather than a different style of flooring as it is right now.
I'm planning to increase the brightness of the spotlight to hopefully make the model stand out a bit more.
I feel like a strobe flicker would definitely catch people's attention, but I haven't had a chance to try it out yet and it might be too intense an effect.
#17122 posted by Mugwump [80.215.102.161] on 2016/09/22 07:17:33
Or put a brighter texture behind it so it stands out more against the background. Almost black on almost black is evidently no good for visibility.
 #17119
#17123 posted by khreathor [194.181.150.108] on 2016/09/22 11:42:48
Create a huge fullbright red arrow pointing on this weapon. Add func_train on it, so it's going up and down. Additionally huge trigger covering half of your map, announcing every 2 sec, that there will be a very important weapon to pick up soon.
Utilizing this techniques, you posses all the knowledge needed for professional LD in 2017.
 Pritchard
#17124 posted by onetruepurple [95.160.159.80] on 2016/09/22 12:04:50
Tone down the blue lights - they cast a lot of light but the actual light source is dim. Are you using delay 0 on them?
Then, when the area gains contrast and shadows, put a torch next to the nailgun. Nothing extraordinary, just something to provide extra light and stand out from the blue.
 And For Heaven's Sake
#17125 posted by onetruepurple [95.160.159.80] on 2016/09/22 12:05:32
Sort out your Quake resolution, it looks like you resized your screenshot in MSPaint.
#17126 posted by total_newbie [91.64.58.113] on 2016/09/22 12:14:03
How about a pulsing (rather than flickering) light, placed exactly where the weapon is -- so that that emanates a pulsing glow? Then you kill the light as the weapon is picked up (that's possible in standard Quake, right?).
Another solution (which I suspect you would not want) would be to just move the gun so that it lies unavoidably in the path of the player...
PS: The map looks beautiful, judging by this and other screenshots (in the Screenshots & Betas thread).
 #17123
#17127 posted by Rick [75.65.153.192] on 2016/09/22 12:35:42
Lol, khreathor. So true.
I think it has made for some very dumb players also.
#17128 posted by Pritchard [121.219.4.122] on 2016/09/22 13:46:07
A compromise
I tried a few suggestions, but I ended up just moving the gun so that it's in a slightly different area. Hopefully this works better for players, they'll probably at least see the health which should help draw them to the NG. Flashing lights seem too severe for this, and besides, they can't be toggled in vanilla quake as far as I know.
otp: I'm not really sure what happened to that screenshot. Ericw sent it to me, and the version he sent me is a much higher resolution. No idea how it got all mangled like that when I reuploaded, oh well. I tried your advice on relighting the area, but there just wasn't any way to get the NG to stand out against the rock of the background, and changing the brushes too much in this area is a really big pain since it was the first rockwork/trisoup I ever did and it's a mess. Ended up moving the gun, like I said.
 Custom Sound?
#17129 posted by Pritchard [121.219.4.122] on 2016/09/22 13:49:29
Maybe I should make a recording of me chanting "Nail Gun... Nail Gun..." and load it as a custom sound in the map to play next to the pickup. Or I could teleport the player to the nailgun if they try and leave it behind. Maybe I'll write some custom QC to make the nailgun follow the player until they pick it up.
Maybe I should just let people fuck up \o/
#17130 posted by onetruepurple [213.227.95.2] on 2016/09/22 13:50:25
Maybe put a spotlight texture under the gun?
 Killing Lights
#17131 posted by total_newbie [91.64.58.113] on 2016/09/22 13:52:21
Is it possible to use trigger_once to kill a light entity?
I tried testing what I proposed in #17126 above and made a small test map with a nailgun, a light and a trigger_once. I gave the trigger_once a killtarget value "lightkill", and gave the light the targetname "lightkill".
When I tried to compile this map, I got a "Segmentation fault" error message. I thought this was unrelated to the entities in the map, but when I turned the trigger_once back into a world brush, the map compiled fine ... so it would seem that I did something wrong when trying to kill a light with a trigger_once.
Can someone explain what I did wrong?
#17132 posted by Pritchard [121.219.4.122] on 2016/09/22 13:56:58
Like so?
I think that actually looks nice, and helps a little bit more too. Good idea :)
On a rather off-topic note, does anyone know a good tool to quickly convert from tga to jpg or png? It's annoying to have to open GIMP before I can upload a screenshot.
 IrfanView
#17133 posted by onetruepurple [213.227.95.2] on 2016/09/22 13:59:41
#17134 posted by Pritchard [121.219.4.122] on 2016/09/22 14:14:33
total_newbie: As far as I know you can't kill a light. I think light entities are removed from the map at compile time unless they're supposed to be interacted with in some way, perhaps if they have a style... Not sure. In any case, the only way I know to turn a light off is to target it, not killtarget it.
onetruepurple: IrfanView! I used to have it on my system, it went away with the Win10 upgrade as M$ borked my PC and I had to reinstall things. Works a charm, thanks!
 Thanks, Pritchard
#17135 posted by total_newbie [91.64.58.113] on 2016/09/22 14:23:16
the only way I know to turn a light off is to target it
How does that work? I guess it's not just a matter of giving the light a targetname and having something else target it, right?
I just tried that with a trigger_once and got the same result as before (i.e. compiler gave me a segmentation fault error message -- which I'm still not sure is not the result of something else, but so far it seems to correlate with my trying to get entities to do things they can't do).
#17136 posted by Pritchard [121.219.4.122] on 2016/09/22 14:35:13
https://dl.dropboxusercontent.com/s/df4rh3g7v439jtl/lighttest.map
Not sure what your map looks like, I just whipped this up though. Feel free to take a look or compile it yourself (make sure to replace the wad with a path to the original quake wad on your own computer)
Just a simple button that targets a single light. The only keys i've changed are the target/targetname.
 Thanks Very Much
#17137 posted by total_newbie [91.64.58.113] on 2016/09/22 15:01:55
Yeah, that compiles fine on my end and works as intended. When I try the same thing with a trigger_once instead of a button, though, I get the segfault error when I try to compile.
Also: when I change the light style in your map to slow pulse, the button no longer has any effect in-game; the light just stays on. It still compiles, though. So I guess one can only switch standard, non-pulsing and non-flickering lights on and off?
Does anyone know why I can't switch off a light with a trigger_once?
#17138 posted by Mugwump [80.215.100.163] on 2016/09/22 17:13:24
"Maybe I'll write some custom QC to make the nailgun follow the player until they pick it up."
That would be hilarious! "Pick me, pick me, ooh, ooh, please pick me!" And make it hop behind the player with cartoony boing-boing sounds.
#17139 posted by Rick [75.65.153.192] on 2016/09/22 17:43:10
I'm pretty sure you can't turn a light off or on if it has any style other than the default. I remember trying that once before.
You should be able use a trigger_once though. The light needs a targetname and it will toggle off/on every time it's triggered. I have definitely done it with a trigger_relay activated by a trigger_once.
 Quakespasm 0.92.1 +sv_protocol 999 +map
#17140 posted by adib [192.228.158.35] on 2016/09/22 18:13:41
Thanks guys. Problem solved.
I should centralize the level anyway.
ACHTUNG!
1- QuakeSpasm 0.90.1 doesn't have 999 as a protocol. Update your QS;
2- The +sv_protocol switch must come before +map on command line.
 Just My 0.02
#17141 posted by total_newbie [91.64.58.113] on 2016/09/22 19:07:48
I should centralize the level anyway.
If you haven't done this yet, I'd say that should be first priority. Requiring protocol 999 (or bsp2, for that matter) when it isn't actually necessary seems like a very messy solution...
(I mean, technically one could make even e1m1 require protocol 999 by moving the entire map to the +/-4096 boundary.)
 Move E1m1 To The 4096 Boundary
#17142 posted by Qmaster [70.195.68.203] on 2016/09/22 19:38:22
That would be neat prank actually.
 Ahh! Found It! I Found Pritchard's Nailgun!
#17143 posted by Qmaster [70.195.68.203] on 2016/09/22 19:40:47
That was hard to spot.
#17144 posted by Rick [75.65.153.192] on 2016/09/22 19:55:37
You could place the nailgun over a hole, put a really bright light in the bottom of the hole, then hide the hole by filling it with a func_wall. If too much light escapes the hole, make it a spotlight.
 Total_newbie
#17145 posted by ericw [108.173.17.134] on 2016/09/22 20:02:07
What light tool / version are you using? I can't reproduce that in my tool.
Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.
So I guess one can only switch standard, non-pulsing and non-flickering lights on and off? Right. It's just a limitation of the vanilla progs.dat though, this could be done with modified QC.
 Everything I Have Is About Three Versions Out Of Date...
#17146 posted by total_newbie [91.64.58.113] on 2016/09/22 20:43:16
Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.
Ah, ok, thanks for clearing that up.
I'm using your tools, but I have v0.15.4.
If you want, I'll upgrade and see if I can reproduce the issue.
What I really should/want to do, though, is get all of my tools up to date, but my primary tool, namely TB2, I don't know how to update short of a fresh OS install (which I'm reluctant to do at the moment) -- see my query in the TB thread.
#17147 posted by Mugwump [80.215.193.191] on 2016/09/22 22:01:50
If you're on Windows, you can delete the TB folder, remove its entries in the registry and reinstall it. I can't tell for OSX or Linux.
#17148 posted by ericw [108.173.17.134] on 2016/09/22 22:52:37
v0.15.4
ah ok, that explains the light crash :-)
Upgrading should fix that. Let me know if you need help building it on Linux.
#17149 posted by total_newbie [91.64.58.113] on 2016/09/23 01:58:48
Thanks, ericw.
I seem to have run into a problem already, but I think it's something I messed up and has nothing directly to do with Tyrutils-ericw.
A bit of background:
A few days ago, I tried to install something called Drupal. I really want to learn how to build websites, and I read online that you can use Drupal to build a website pretty much from scratch. So I found it in the Mint/Ubuntu repositories and tried to install it, but something went wrong during the installation process (there were some steps I didn't understand, and I chose the wrong options or something), and now it isn't installed properly, but I can't seem to remove it either.
So, now:
When I tried building the latest version of tyrutils-ericw, I needed to install cmake -- but when I try to install cmake, the Drupal installation process tries to resume, and then fails again. As a result I can't get cmake installed.
Not that I expect you to know how to solve this problem, but maybe you'll at least be amused at how badly someone who knows next to nothing about the computer they're trying to use can screw things up.
 Nah
#17150 posted by ericw [108.173.17.134] on 2016/09/23 02:29:47
don't worry, Linux package management just sucks..
what's the error?
I have hit the same thing on debian/ubuntu before, there's some magic flag to make apt-get work usually. also maybe we should move this to the OS thread...?
 Or Tyrutils-ericw Thread
#17151 posted by ericw [108.173.17.134] on 2016/09/23 02:30:11
 Color
#17152 posted by Mugwump [80.215.205.237] on 2016/09/23 06:32:19
Is it possible to apply a color attribute to an entity that is not a light? Lemme explain: I have this idea of recreating the two fish scene from Coppola's Rumble Fish. This would require having one fish tinted red and the other blue. Would I have to retexture them or can I achieve this just with a color attribute?
#17153 posted by Pritchard [131.170.5.5] on 2016/09/23 07:07:29
I'm pretty sure a retexture is in order, I don't think quake has any tinting keys by default, or in any mod that I know of.
#17154 posted by Mugwump [80.215.199.112] on 2016/09/23 07:43:33
Damn! Incidentally, I guess it would also require altering the progs.dat to have two versions of rotfish, right?
#17155 posted by Pritchard [121.219.4.122] on 2016/09/23 09:16:08
I wouldn't know specifically about that, I've never looked into quake modding in that sense, but I'd hazard a guess and say yeah, you'd need to do that.
 Mugwump
#17156 posted by Shamblernaut [121.45.237.124] on 2016/09/23 10:47:32
Typically yes, you need custom progs, but you might be able to use some functions from other mobs instead of it's normal AI.
The progs whisperer preach would probably know more about this than me.
#17157 posted by Mugwump [80.214.20.210] on 2016/09/23 13:17:58
I sure could use a progs whisperer! I'm a total n00b about QC and I would need to know the exact syntax, where to put the new code inside the file, etc... I don't even know how to edit that file.
#17158 posted by Mugwump [80.214.20.210] on 2016/09/23 13:22:27
*I meant how to open it.
 Lol
#17159 posted by Qmaster [70.195.68.223] on 2016/09/23 18:28:41
"The Progs Whisperer Preach"
 No Code Required
#17160 posted by Preach [77.99.55.146] on 2016/09/23 20:53:03
Just add the blue skin to the model, then use the key "skin" "1" on the ones you want to be alternative colours. It's like a map hack, only you need a mod to make use of it.
#17161 posted by Mugwump [80.215.46.240] on 2016/09/23 21:03:14
OK but like I said, I need two versions at the same time, one blue and one red. Would that be "skin" "1" and "skin" "2"? And where do I specify that? In the progs? In the map editor? Sorry but I'm a total n00b in that matter, I don't even know what a map hack is.
 Monster_fish
#17162 posted by Qmaster [70.195.68.223] on 2016/09/23 22:15:03
skin|0 uses normal skin
skin|1 if model has 2nd skin use skin 1, else skin 0.
The trick is to add skins to the model and put that fish.mdl in your progs folder. Then any monster_fish that you've added the key|value of skin|1 or skin|2 (if you have a 3rd skin) will use the new skins.
Note the programmer counting:
skin 0 = 1st skin
skin 1 = 2nd skin
skin 2 = 3rd skin
skin n = nth skin
 How To Add Custom Skins To Enemies
#17163 posted by Qmaster [70.195.68.223] on 2016/09/23 22:24:52
key|value is specified in your map editor same as you would targetname. If using J.A.C.K/Worldcraft, turn off the SmartEdit button to add key|value pairs manually. The key is the name of the variable to assign, the value is the assignment.
Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD.
Skins can be created as a .png
Original skin can be accessed using: http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html
-Webtools:
-Drag and drop the fish.mdl into the webtool
-Drag the skin and drop it on your desktop
-Edit the skin in your 2D program of choice (e.g. Gimp)
Skins can be added back to the mdl by Preach's java package though it's horribly obfuscated how you actually use it. I have to figure it out on my own everytime.
Alternatively you can try AdQuedit but be careful with it since it will let you delete the C: drive. I have trouble getting the palette to load correctly anymore but you may have luck.
 Preach's Model Tool
#17164 posted by Qmaster [70.195.68.223] on 2016/09/23 22:27:12
https://tomeofpreach.wordpress.com/qmdl/
Don't look at me. It's not clear how to use it.
 Thanks A Bunch, Qmaster!
#17165 posted by Mugwump [80.215.46.240] on 2016/09/23 22:58:29
I'll try to see what I can do. I hope I'll pull it off. Your explanations are very clear anyway, so if I don't it'll be because of my own suckage.
"Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD."
Good thing I'm planning this map for AD, then...
 Skin Numbering
#17166 posted by Preach [77.99.55.146] on 2016/09/24 00:08:31
As QMaster mentioned, the skin numbering starts at 0, so if you create a model with two skins then they are numbered 0 and 1. Also, if you don't set the "skin" key, it defaults to "0". So you can skip setting it on half the fish, and just set it to "1" on the others.
For adding an extra skin, the easiest thing to do is download QME, which lets you edit models in a GUI.
If you're using AD, then that's going to be an issue, because you can't install a new fish model in someone else's mod. You'd need your own copy of the mod with the fish added.
 Thanks Preach
#17167 posted by Mugwump [83.202.132.146] on 2016/09/24 01:36:07
Duly noted.
I'll take it one step at a time. Make my fish first, I'll worry about including them in AD later.
#17168 posted by Pritchard [49.199.37.20] on 2016/09/24 02:09:41
Isn't this for the noir jam? There are other custom skins being made for it, like that dapper-looking grunt. I'd imagine the fish can just be added the same as them, unless it's working differently for them because it's a replacement.
 Yes It Is
#17169 posted by Mugwump [83.202.132.146] on 2016/09/24 03:09:34
I'll ask Shamblernaut when I'm done with my fish. They won't be a total replacement, though, I intend to keep the regular skin if I use other fish as enemies. These two will be unique in the map and won't be actual enemies, only a fullbright visual treat locked inside an aquarium (I'll also need to figure out if it's possible to remove them from the frag count).
Anyway, I don't think my map will be ready for the deadline, fish or no fish. I'll see with Shamblernaut if it's possible to release it as a DLC when it's done.
 Can Somebody Explain This?
#17170 posted by Mugwump [83.202.132.146] on 2016/09/24 03:13:03
So, I was making a preliminary test for the Rumble Fish/Sin City-inspired map I have planned when I noticed something weird.
To enhance the comic book feel, I made a set of solid white textures with black outlines and solid black textures with white outlines. Used the latter in a box room to see how they looked in-game.
Everything looked good at first:
http://imgur.com/a/AWzaK
But when I got closer to a corner and looked up, I saw this:
http://imgur.com/a/BvODP
It also happens on a floor texture I converted to pure B&W. It looks fine around the player but have a look at the part I circled:
http://imgur.com/a/W8qE5
What's the deal?
If pics aren't clear enough and you want to take a closer look, here's the bsp with the source map included (made for AD):
http://s000.tinyupload.com/index.php?file_id=72319378107589442495
#17171 posted by Pritchard [49.199.37.20] on 2016/09/24 03:26:31
That kind of looks like anisotropy. I'm not sure what the deal with that is in Quake engines these days, though. If it is what's causing it, then there's no fix. You can't force users to filter.
#17172 posted by Rick [75.65.153.192] on 2016/09/24 03:30:25
Mipmapping probably
 And The Winner Is...
#17173 posted by Mugwump [83.202.132.146] on 2016/09/24 03:53:19
Pritchard! It was a brand new install made specifically for my mapping works and I had forgotten to set anisotropic filtering. It was set to 1, which would be the default I guess. I set it to 8 like I always do and the issue disappeared.
Pritchard, here's your prize: a coupon allowing you to facepalm me if we ever meet in person.
https://img.ifcdn.com/images/99bdb68b0fcad2043abbf97f1390375662d75e070a31a010cb1502dd48d5a7e5_1.jpg
#17174 posted by metlslime [159.153.4.50] on 2016/09/24 03:54:36
looks like mipmapping
 Lol Its Both
#17175 posted by Qmaster [172.79.186.195] on 2016/09/24 04:44:44
The Anisotropy is for the floor but I believe it allows the mipmapping to take place further away. You could probably remip those textures, esp the wall. If you didn't remip them then it will use the old full detail texture (albeit scaled down), you can do it in Wally. I think there is an option for Remip all actually.
#17176 posted by Mugwump [83.202.132.146] on 2016/09/24 05:12:30
Anisotropic filtering fixed my corner overhead too.
Actually, it was TexMex that generated the mipmaps from the full-size textures. I did notice they looked slightly wonky in TexMex but I attributed it to the display method, like when you use a font in Word in a small size. You say Wally can do better?
#17177 posted by Mugwump [83.202.132.146] on 2016/09/24 05:18:39
Do you have a link for Wally? I googled it and found a wallpaper changer.
#17178 posted by khreathor [78.88.31.56] on 2016/09/24 05:26:28
http://www.quaketerminus.com/tools/wally_155b.exe
I use Wally for packing WADs, TexMex is driving me nuts...
Shame that Slade can't pack Quake WADs, it's a very good tool.
 Thanks, Khreathor
#17179 posted by Mugwump [83.202.132.146] on 2016/09/24 05:29:45
#17180 posted by Rick [75.65.153.192] on 2016/09/24 05:48:33
You can turn off the auto remipping option in TexMex. I don't know what happens if you do. Does then engine just create them on the fly?
#17181 posted by ericw [108.173.17.134] on 2016/09/24 06:43:07
Pretty sure fitzquake/QS ignores the mipmaps in the bsp, software engines use them though.
Not sure about glquake and other gl engines.
 QS Is The Engine I Used For The Test.
#17182 posted by Mugwump [80.215.46.240] on 2016/09/24 06:54:20
 Buttons
#17183 posted by Pritchard [121.219.4.122] on 2016/09/24 12:20:07
How can I make a button that doesn't move when it's pressed? Looking at the qc, a button that doesn't have the lip value set will default to a lip of 4, which means that setting lip to 0 essentially sets it to 4.
Does anyone know a way around this? I've been fiddling for a little while now with values and I can't find any values that work.
 -0
#17184 posted by [77.179.180.120] on 2016/09/24 13:45:35
signed zero may work.
#17185 posted by Pritchard [121.219.4.122] on 2016/09/24 13:48:39
No dice :(
 Pritchard
#17186 posted by ww [109.157.136.190] on 2016/09/24 13:51:38
if you make a worldspawn clone of the button and use hintskip, then texture only the face of the skip. Seems to work for me
 Raising Enemies
#17187 posted by Pritchard [121.219.4.122] on 2016/09/24 13:54:27
I'm currently trying to make enemies rise out of a liquid for my map. Unfortunately I seem to be running into trouble with the func_door brushes stopping when they are obstructed by the enemy, although they eventually will succeed if triggered multiple times. Any advice on avoiding this?
 I Understood Some Of Those Words
#17188 posted by Pritchard [121.219.4.122] on 2016/09/24 13:56:15
I have no idea how to make worldspawn clones of the brush or hintskip. It sounds hard :/ I ended up "solving" the problem by altering the brush behind the button so that z-fighting never happens when the brush moves back.
 Similar Idea
#17189 posted by ww [109.157.136.190] on 2016/09/24 14:29:19
Here's a link with the bjptools-phong files where you can grab the hintskip wad. You can texture the skip and it will be a nonsolid/textured brush in game.
 Non Moving Door
#17190 posted by Rick [75.65.153.192] on 2016/09/24 15:05:26
Setting the lip equal to the thickness of the brush worked for me on a door used as a button. The brush is 16 units thick and the lip is set to 16. The movement is set to down (-1).
#17191 posted by Pritchard [121.219.4.122] on 2016/09/25 15:28:38
I'm trying different things at this point, such as a func_train, but I still can't overcome the blocking issue posed by trying to lift flying monsters. Has anyone managed to do it in their map? :(
 Pritchard
#17192 posted by total_newbie [91.64.58.113] on 2016/09/25 15:46:59
Just a shot in the dark, but maybe func_plat would work?
 ERROR: Entity With No Valid Brushes
#17193 posted by total_newbie [91.64.58.113] on 2016/09/25 16:06:30
Does anyone know what causes this? Tried to quickly test my suggestion to Pritchard above by making a simple map with a water brush, func_plat and a couple of monsters, plus a trigger_once. If I delete the trigger_once I still get the error (it happens when I try to compile the map).
Using the latest version of tyrutils-ericw and a slightly outdated version of TrenchBroom2, FWIW.
#17194 posted by Pritchard [121.219.4.122] on 2016/09/25 17:22:27
Check your.map file for stray entries I suppose. Also regular enemies should work fine. My issue is that I'm trying to move a flying enemy, so make sure you test that. (Specifically, the sentinel from Quoth)
Good luck :S
 Pritchard
#17195 posted by Mugwump [80.214.125.174] on 2016/09/25 17:31:04
I've just played the Arcane map found on Quaddicted and there's an exit teleporter rising from lava. Granted it's not monsters but if you can decompile it, maybe it could be of some help?
 TB2 Will Report Empty Brush Entities In The Issue Browser
#17196 posted by SleepwalkR [80.153.248.211] on 2016/09/26 13:19:19
#17197 posted by Ubiquitous [94.5.92.243] on 2016/09/27 22:43:17
I created a wind tunnel as in figure A here:
https://drive.google.com/open?id=0B8v_WdcS3T18SUJ0TTNqTEg2VEU
The black lines are the geometry of the tunnel. The red box and blue box are two trigger_push volumes that push in the direction indicated by the arrows. The green line is the trajectory followed by the player.
I carefully calibrated the positioning and strength of the push volumes to give the player a perfect trajectory up the center of the vertical pipe.
All of a sudden, without me chaning the position or key values for the trigger_push volumes, the trajectory of the player in the tunnel changed to that in figure B (i.e. he collides with the roof of the tunnel before being blown upwards.
Does anyone have any idea why this might have happened?
 Ubiquitous
#17198 posted by Newhouse [109.240.147.171] on 2016/09/27 22:48:16
This is only my guess.. but try place them in a way they're not colliding each other, blue trigger is inside red one and that might be the case here... maybe..
#17199 posted by metlslime [159.153.0.20] on 2016/09/27 23:25:43
Yeah the behavior when a player can touch two different trigger push entities at once is not reliable-- try adding some space between them
#17200 posted by Baker [50.4.45.41] on 2016/09/28 05:14:48
Pritchard, you can move flying monsters easily enough with a moving object ...
https://youtu.be/QuI_88Lk6ig
Add this scrag to E4M5 in an external ent file and you could try it yourself.
{
"angle" "315"
"origin" "1511 -270 56"
"classname" "monster_wizard"
"spawnflags" "256"
}
 Models Not Showing Up
#17201 posted by pancaked [70.121.69.57] on 2016/09/28 07:52:35
Hey guys. im new to the quake mapping and i need some help with trenchbroom. when i run trench none of the textures,models show up! please ask me if i need to give any details
 Baker
#17202 posted by Pritchard [121.219.4.122] on 2016/09/28 08:03:51
Using the stuff in your post in a .ent file made the map crash :/ but I went back and tried out func_plats in my map again, and unfortunately the results aren't as smooth as yours, and using func_plats is essentially impossible anyway.
video
You can see that there is still the issue of the plat glitching out at points where the flying entity interrupts it, although it eventually does reach the top as it is supposed to. I'm not sure what's different about the func_plat in e4m5, I looked at it and it's a pretty standard setup.
That brings me to my other point. How did you get the func_plat in e4m5 to work like it does in your video? A func_plat with a targetname will start at the raised position, and targetname-less ones need to be touched by the player to activate...
#17203 posted by Pritchard [121.219.4.122] on 2016/09/28 08:21:10
I tried out another option, using path_corner and a blocker to stop the monster from moving, but there were two issues I found:
1) Quoth Sentinels can't move to path_corners, which is dumb and lame
2) Wizards can, but they won't ascend to reach them as far as I can tell, so it's totally useless.
So now i'm grumpy at Carmack AND Preach! >:(
Oh well. It would be nice to have this feature in my map, but it's really starting to annoy me how much time i'm wasting trying to figure out how to make it work... Going to do something else instead, like everyone else who had this idea probably did when they gave up.
#17204 posted by Baker [50.4.45.41] on 2016/09/28 12:20:37
I froze all entities sv_freezenonclients 1 and stepped on the platform, then I walked off. And then I unfroze the entities.
I cheated a little.
#17205 posted by Baker [50.4.45.41] on 2016/09/28 12:25:55
I also couldn't swear for sure that the scrag's interaction with the lift was smooth. I'd bet it wasn't.
But Mr. Scrag in my video is partially obscured and we can't really see him.
Flying monsters like Scrags do not smoothly move up and down.
Shoot and kill a scrag and watch him stutter fall. Quake is 10 frames per second for some types of interactions. For flying monsters it can just be more noticeable than the walking ones in some instances.
#17206 posted by Pritchard [121.219.4.122] on 2016/09/28 13:43:19
I really can't get a break. I'm not posting this asking for help (pls dont ban for offtopic!!1!), but to share with you all the pain that my life has recently become.
I bit the bullet and spent a good chunk of my afternoon selecting and moving my brushes in TB, removing the outdoor passage entirely because it'd given me so much grief. It's been replaced by a short continuation of the cavern that opened out into it.
Much nicer, right? So simple, no hijinks or tomfoolery?
Not.
I Can't even take one step with this damned map before something breaks... ALL I WANT TO DO IS SOME SIMPLE BRUSHWORK ;-;
#17207 posted by Ubiquitous [163.1.201.103] on 2016/09/28 14:05:13
@pancaked Are you using Trenchbroom 2.x or version 1?If version 2, when you go to the "Face" tab you should see at te very bottom of the tab "Texture collections". You can see it in this screenshot:
http://i.imgur.com/z0aU4Px.png
If you click on that then an extra part of the tab opens where you can load in your texture .WAD files.
Similarly, at the bottom of the entity tab is an expanding section to load entity definitions.
 Map Search
#17208 posted by PyroGXPilot [71.89.205.34] on 2016/09/29 10:26:04
I recall seeing a map(editor/sreenshot) that seemed like a start map that had 2 rows and 6 or so long of floating islands(geo) and each island was a different quake theme-seemed like the islands were off to the side
#17209 posted by Newhouse [109.240.53.70] on 2016/09/29 23:41:57
How teleports works in AD? I read readme, but I'm just stupid because I can't make it work.
trigger_teleport.target = trigger_teleportdestination doesn't work for some reasons.. insteand target = info_target works, but I can't figure out how to specify direction, angle key doesn't do anything. Map-wise player runs to right, teleports, runs to left direction, How do I specify direction?
 ---
#17210 posted by PyroGXPilot [71.89.205.34] on 2016/09/30 07:29:37
Key:Angle Value:(0-359)
in a info_teleport_destination
#17211 posted by Pritchard [121.219.4.122] on 2016/09/30 08:22:23
Does anyone know of a tool or any kind of method for turning a Valve 220 .map into a Standard map? I decided to try out using the format in TB for a new map, but it's more frustrating than useful with the way it handles textures etc... I don't want to throw away all my hard work so far though :/
If I had to lose some texture information or something that wouldn't be too bad, since the map is only at the beginning right now and is only 100~ brushes.
 Why Do You Want To Do That?
#17212 posted by czg [212.16.188.76] on 2016/09/30 09:11:33
#17213 posted by Pritchard [121.219.4.122] on 2016/09/30 09:55:48
Stuff like this, and texture lock in general doesn't seem to work very well.
 Which Map Editor?
#17215 posted by sevin [96.10.82.54] on 2016/09/30 15:34:23
Posted this over at quaddicted already, but msgboard is still more active.
I'm wondering which editor you guys use for Q1. I'm just now wanting to check out Q1 mapping and am pretty confused by the number of editors out there and the fact that there is no standard editor like there is on the Source engine. What I'm gathering is that Worldcraft 1.6(a) is the standard? Is that true? I've also found an editor called "TrenchBroom". I tried it, but the controls and lack of 2D viewports is not intuitive to me, so I'd like to use Worldcraft since I'm coming from the Hammer editor on the Source engine. Wasn't Worldcraft 1.6a freeware? I can't find it anywhere.
What do you guys use?
 J.A.C.K.
#17216 posted by Orl [73.10.210.162] on 2016/09/30 16:14:54
If you're keen on using a Hammer like editor, JACK is right up your alley. It offers many features that Hammer does and more, as well as a very similar user interface.
http://jack.hlfx.ru/en/
#17217 posted by khreathor [194.181.150.108] on 2016/09/30 16:19:05
If you like Hammer/Worldcraft, I suggest:
J.A.C.K. aka Jack Hammer
Another option is Radiant:
Setting Up - Using Radiant
Basically people use: Trenchbroom, JACK or Radiant. All of them are good and it only depends on your preferences.
 Everyone Here Uses All Sorts Of Different Editors
#17218 posted by Kinn [86.140.23.106] on 2016/09/30 16:19:37
Any of the following "big three" are fine. Try them all and see what you prefer.
- JACK - is worldcraft-based. In active development.
- NetRadiant - probably the best Radiant-based editor. No longer in active development
- TrenchBroom - for nuskool kool kidz or whatever. In active development.
I'm an old fart and always prefer Radiant, but if you're new to this just see what works for you.
 Beaten Goddamn!
#17219 posted by Kinn [86.140.23.106] on 2016/09/30 16:20:18
but shows we all agree on the "big three"
 Netradiant Q3df
#17220 posted by ww [109.157.136.190] on 2016/09/30 17:08:59
Here's the version of netradiant I'm using. Is currently been updated every month or so; lots of useful stuff.
Here you can grab the q1 gamepack.
- and an example build menu
 Oh!
#17221 posted by Qmaster [70.195.75.145] on 2016/09/30 18:52:41
I never could figure out radiant.
Ya if you like Hammer, J.A.C.K is identical, except for missing displacements (not supported by Quake anyhow) and doesn't show quinstances (yet I hope). J.A.C.K is also much better than Worldcraft in that it doesn't have 4096 world size limitations, it has support for 3D viewport mouselook, 3D models in thr viewport, etc.
 #17220
#17222 posted by Kinn [86.140.23.106] on 2016/09/30 19:33:13
Cheers, I had no idea someone had taken up the NetRadiant mantle again. Interestingly that person has chosen to be known by the nick "Le another black niger". Not sure what to make of that, but the editor seems to work ok and fixes a few of the annoying things about the old NetRadiant I was using.
#17223 posted by Rick [75.65.153.192] on 2016/09/30 20:24:23
Netradiant, but I'm using a 2012 version.
 Thanks!
#17224 posted by sevin [75.183.33.118] on 2016/09/30 23:30:45
Awesome, thanks for the tips guys. So NetRadiant or JACK are winners for Q1? Does GTKRadiant work? I know most people who map for Q3A use GTKRadiant.
What are the game packs? Are they like FGD files or something?
#17225 posted by mukor [66.87.77.111] on 2016/10/01 04:57:49
TrenchBroom 2 has orthographic views. You may have been using TB1.
 Ww
#17226 posted by negke [31.18.51.150] on 2016/10/01 12:47:49
Cheers for the tip. I'd pretty much given up on Netradiant, but that updated version seems very usable.
 I Am So Confused
#17227 posted by sevin [172.56.5.82] on 2016/10/01 19:48:13
I'm also pretty stuck trying to figure out setting up game configurations and WADs. I'm big on decompiling maps and their content so I can see how things were made. This is pretty easy on the Source engine because BSPSource is a great decompiler and custom content is often packed in the BSP, where it can be easily extracted. Also, Source games include all their content in VPKs and their Hammer already includes game configurations and FGDs, so mapping setup with base content is pretty much completely done for you. But in Quake, I can't find the default WADs and FGDs. They're not in the PAKs. And decompiling maps with WinBSPC rarely works. Even trying to study maps Thebes's are already provided in .map format doesn't work (like in Arcane Dimensions). The textures are missing in the editor and I can't find their WADs. Many of the entities just show up as purple blocks as well. Is this because they're not in the FGD or did most Quake entities not have icons? I'm just really confused, sorry for the long post.
 Correction
#17228 posted by sevin [172.56.5.82] on 2016/10/01 19:49:49
Uh, meant to say "that", not "Thebes". Autocorrect is nutty.
 Sevin
#17229 posted by Shamblernaut [121.45.237.124] on 2016/10/01 20:00:16
you can find a heap of textures here: https://www.quaddicted.com/files/wads/
I think that AD uses a lot of knave textures, it's probably best to extract the textures from the BSP file though.
A FGD file is provided for AD in the zip I believe.
#17230 posted by Rick [75.65.153.192] on 2016/10/01 20:08:57
Quake textures are embedded in the .bsp file. Get TexMex, use it to open the .bsp, then save as .wad
 Shamblernaut
#17231 posted by sevin [75.183.33.118] on 2016/10/01 20:10:18
Oh, so you could pack content in Quake maps? I thought you could only pack in the Source engine. So when you ship a mod, you don't have to include all the WADs? You can just pack them in the BSP? Is there a utility to extract the content for the Quake engine?
And yeah, I have that FGD. I guess the entities just don't have icons.
#17232 posted by Shamblernaut [121.45.237.124] on 2016/10/01 20:26:19
JACK can extract the textures from BSPs, I believe TexMex can aswell. For the entities to display I think you just need to point your editor to the correct directory.
#17233 posted by Shamblernaut [121.45.237.124] on 2016/10/01 20:27:02
looks like i was too slow
cheers Rick :)
#17234 posted by Rick [75.65.153.192] on 2016/10/01 21:03:54
For stuff other than the textures, a game folder is used. Everything can be in a pak file or just a loose directory structure. There is a certain arrangement that must be followed.
 OK
#17235 posted by sevin [75.183.33.118] on 2016/10/01 21:24:58
So I can just use TexMex to create an individual WAD for each AD map? There must be a better way to do that, isn't there a limit to how many WADs you can have loaded in Hammer/JACK/Radiant/whatever?
So did the original Quake team have a proprietary map editor that they never released then? I'm just wondering how they did it if they never actually shipped an editor or textures and entity definitions with the game. I see that there's almost nothing in pak0 besides a gfx WAD, models, maps, and sound files.
#17236 posted by Shamblernaut [121.45.237.124] on 2016/10/01 23:10:49
id used software called BSP (I think).
I don't know what tools they used to make wad files or whatnot.
TexMex allows you to export the textures and make one more convenient .wad file.
#17237 posted by sevin [75.183.33.118] on 2016/10/01 23:14:11
So I guess the quake.wad came from people extracting and combining the textures from all the maps in Quake?
Also, starting to figure this stuff out a bit. JACK seems to be the way to go, I have set up configurations for Quake, Half-Life, and Counter-Strike and it seems to be working well.
#17238 posted by metlslime [67.161.57.57] on 2016/10/01 23:56:47
BSP was the name of a third-party editor.
Quake's editor was called something like QuakeED. I think they did release the source but it wasn't usable for most people because it required special hardware or OS or that most people didn't have (was it nextstep or a full opengl workstation or something?)
The version of QuakeED for quake 2 was the basis for QERadiant which was third party I think, but then became the official id software editor starting with quake 3.
 Pink Blocks
#17239 posted by Qmaster [50.40.202.177] on 2016/10/02 00:04:11
Thats normal, Quake doesn't have icons for most point entities.
 Quake Wads
#17240 posted by Qmaster [50.40.202.177] on 2016/10/02 00:14:44
You could mess with Texmex...or downloading a bajillion wads from quaddicted or other places...or just use: Qmaster's Collection
This includes all standard ID1, Hipnotic, Rogue, SOA, AD, Kell/Knave, and sundry other textures as well as a few of my own such as blue variants of the knave textures. It's not a complete package but it's more or less sufficient for 95-98% of all Quake maps ever made, roughly.
 Awesome!
#17241 posted by sevin [75.183.33.118] on 2016/10/02 01:05:24
Thanks Qmaster, I'll grab that pack. Too bad about the icons, kinda hard to tell what's what without them.
So there's not a reliable decompiler out there for Quake/GoldSrc maps? Did everyone just figure out how stuff was made by themselves? I'm always messing around in the VMF when I'm playing Source maps to see how stuff was done. Studying popular/official maps is kinda the best way to learn stuff.
 Well
#17242 posted by Qmaster [50.40.202.177] on 2016/10/02 02:45:59
 Thanks!
#17243 posted by sevin [75.183.33.118] on 2016/10/02 03:23:45
I'll grab those too, thanks. I have been using WinBSPC, it's not very accurate.
#17244 posted by sevin [172.56.5.82] on 2016/10/02 04:54:15
Well, I think I'm all set up for now! I've got source files for the base maps to study, WADs for everything, an editor that works well for both Quake and GoldSrc, and no errors in any of the AD maps I've wanted to check out so far. Thank you all so much for your help, all this setup got done in one day thanks to y'all.
Now, about those entity icons...
 Almost Forgot...
#17245 posted by sevin [172.56.5.82] on 2016/10/02 05:11:49
Celebrated my functioning setup with a run-through of the Minotaur and Minions (ad_test5) test map in AD on nightmare. Video for your viewing pleasure: https://youtu.be/-X7-0un85cw
 @sevin
#17246 posted by Qmaster [50.40.202.177] on 2016/10/02 14:53:20
Since you're coming from Source as I did once upon a time ago I'll quickly explain how Quake handles inputs and outputs between entities:
Most every entity has 1 .use function which is predefined in the code.
Targetname is the name you put on the entity to use.
Target is the name of the entity use that you set on the outputter such as a button.
Typical button: target = door1
Typical door: targetname = door1
Push the button, the door opens. The use function is usually the same and only 1 but in Quake it can depend on context. For instance if the door above has a spawnflag set of Toggle (32), then pushing the button again will close the door.
Anyhow, go map!
 @Q
#17247 posted by sevin [75.183.33.118] on 2016/10/02 15:33:27
Thanks for the tips Q! I've been creeping around the AD/base maps, so I've picked up a few things about logic. It's obviously a bit more primitive than Source, so I think I will be able to pick it up OK.
Also realized I forgot to grab compile tools! Some quick research indicated ericw's tyrutil's tools are the way to go, though, so I've grabbed those.
Honestly I'm blown away by these AD maps. I've never seen an HL/HL2 mod of the scale and polish that AD has. The geometry and texturing is insane, with gameplay to match! Foggy Bogbottom is a masterpiece, even sock's little test maps are gorgeous in their own right.
The textures are just insanely well crafted and implemented. Even in modern Source maps made by Valve, they don't worry so much about perfect alignment or more specific textures like those made for arches. But in AD, everything just seems perfectly applied and there are gorgeous arches and roofs everywhere. It's pretty awesome to see.
OK sorry I'm still wigging out a bit :3
 Thx!
#17248 posted by mfx [78.55.107.242] on 2016/10/02 21:06:51
Go map!
 Ya, I Think We Are All Still Wigging Out.
#17249 posted by Qmaster [70.195.69.199] on 2016/10/02 21:20:53
 FGDs And Paths
#17250 posted by sevin [75.183.33.118] on 2016/10/04 05:13:21
Trying to figure out the proper FGD and game path setup for JACK. I notice that if I change the game path from id1 to AD, several entity icons appear, including ones that I thought were part of the base quake.fgd I have from the JACK files.
Here's how the 3D view looks with only the ad_quake.fgd enabled and the game path set to AD.
Here's how it looks with the quake.fgd added with the ad_quake.fgd and with the game path set to id1.
Can JACK not read paks or something? Why would the default icons show up in the AD path and not id1? Do I need to have the quake.fgd enabled WITH the ad_quake.fgd or do I just need the AD one? What FGDs are ya'll using?
 Just The AD Fgd Will Do.
#17251 posted by czg [213.113.209.223] on 2016/10/04 08:29:20
 AD & Illusionary Brushes
#17252 posted by Newhouse [188.238.126.146] on 2016/10/05 06:18:01
How do I make illusionary brushes in a way, light doesn't go through them? Is there any other way to make brushes you can see, but doesn't collision check. Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important.
 _shadow 1
#17253 posted by Pritchard [121.219.4.122] on 2016/10/05 06:25:44
I think that's it? maybe also _shadowself 1 and _dirt 1, i'm not sure how necessary/functional they all are. (_dirt is obviousy only if you're using dirtmapping)
 @NewHouse: An Alternative Technique
#17254 posted by total_newbie [91.64.58.113] on 2016/10/05 10:50:35
Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important.
Probably you know this already, but you can of course do the opposite: instead of using func_illusionaries for the tiny details that stick out, make those parts out of normal brushes -- or better yet, func_detail* -- but then cover the whole structure in a large clip brush (i.e. a brush covered in the "clip" texture"). The same technique works if you have small recesses in a wall that you don't want the player to get caught in.
*I can't explain the exact technical reasons for this myself, but it's been said several times on this forum by experienced mappers that it's best to use func_detail for tiny detail brushes.
#17255 posted by [188.238.52.229] on 2016/10/05 10:59:53
To be honest, I heared them talking about func_detail but couldn't understand what they tried to say actually, because of language barrier.
So func_details don't have mesh/box collider (no collision check) ?
#17256 posted by total_newbie [91.64.58.113] on 2016/10/05 12:18:18
No, func_detail brushes will function pretty much like regular brushes (so the player can still bump into them and won't tell the difference between func_detail and regular world brushes), except that they optimise the compile process ... or something.
The bit that's relevant to your question is using a clip brush to cover all of your detail work -- so it's doing the opposite of what you suggested:
Instead of removing collision check from e.g. the bricks that stick out, you cover the entire wall (including the bricks that stick out) with an invisible brush that the player cannot move through.
The end effect in both cases is that the player moves along the wall without getting caught; the difference is that if you use tiny func_illusionaries, the player will move "through" the tiny bricks, whereas if you use a clip brush, the player will move past the entire wall, including the tiny bricks.
I just added the part about using func_detail, because it's probably good practice, and if you are using a large clip brush instead of small func_illusionaries, then you can use func_detail for all your small detail brushes.
#17257 posted by Pritchard [121.219.4.122] on 2016/10/05 12:30:02
Clip > illusionary for detail. Obviously not ALWAYS true, but if there's any risk of a player's camera getting inside a func_illusionary it's not worth taking. It just looks bad, frankly.
As far as I know func_detail is mostly a way of optimising the vis part of building your map. It basically excludes those brushes from a lot of those calculations, which is great since vis tests visibility really thoroughly and things like little bricks sticking out will be included in that test normally, which is both useless and time-consuming.
Vis is often the longest part of compiling a map, so optimising it is a good idea.
 @NewHouse
#17258 posted by total_newbie [91.64.58.113] on 2016/10/05 12:31:00
#17259 posted by Newhouse [188.238.108.38] on 2016/10/05 21:13:54
I'm sorry, I'm still confused that did I get the answer for my question.. so what I asked was how to make brushes that player can see, but also can go through. I really don't care whether it is possible to see inside brush, because you can't do anything to remove that side effect.
Maybe it is better if I show what I'm doing on my map, and I'm sure millions of people will say to me "Don't do that, that is the wrong way", and that might be 100% true. But there is no time for my to learn new tricks at the moment, if it seems to slow down my progress.
These couple small parts of wall are at the moment just func_illusionary, because I don't want player to struggle with that doorway.. sure it looks a bit more detailed but basically is just the part of basic hallway after breaking the middle:
https://drive.google.com/file/d/0BwxYkKdSD855X2F2NkFyUkliTmM/view?usp=sharing
 Second Question
#17260 posted by Newhouse [188.238.108.38] on 2016/10/05 21:17:53
In general, how do you make func_illusionaries solid, so they block light and cast shadows and so on ?
#17261 posted by ericw [108.173.17.134] on 2016/10/05 21:29:07
how to make brushes that player can see, but also can go through.
make them a func_illusionary entity
how do you make func_illusionaries solid, so they block light and cast shadows and so on
add "_shadow" "1" to the func_illusionary
(fyi Pritchard, only one of "_selfshadow" or "_shadow" is meant to be used at a time. I'm not sure what happens if both are set, probably _selfshadow is ignored)
#17262 posted by Pritchard [121.219.4.122] on 2016/10/05 23:23:53
Ericw, that's interesting to learn! Would you mind elaborating on what the functional differences are between the two flags? Also, since I'm still not sure, does _dirt need to be set if it's enabled in worldspawn? Thanks!
Newhouse, yeah, func illusionary is fine for that. Or, since you're using AD, func_breakable_wall works too. It's specifically designed to appear as part of the rubble when a func_breakable is destroyed. Set its targetname to the same value as target on the breakable, and then you can set properties such as whether it has collision or not. It also has things that support fading out etc. but for your use it's basically the same as having a func_illusionary that spawns when you break something.
#17263 posted by ericw [108.173.17.134] on 2016/10/05 23:40:43
Here's an example of a func_wall (the floating cube with a hole through it thing) with "_selfshadow" "1": http://i.imgur.com/lDQ7vNh.png
If it was just a plain func_wall with no extra keys, the left wall would not cast a shadow on the bottom wall. If "_shadow" "1" were set, you'd also get a shadow cast on the world.
#17264 posted by ericw [108.173.17.134] on 2016/10/05 23:44:05
re: dirt, I think if "_dirt" "1" is set in worldspawn, you don't need to set it on every func.
However, dirt interacts with the use of _shadow/_shadowself on funcs in the same way shadows cast by lights do.
i.e. "_shadow" "1" -> the func will "cast" dirt on to the surrounding world
"_shadowself" "1" -> the func will "cast" dirt on itself, but not on the world.
Btw screwed up in my last post.. the key is called "_shadowself", not "_selfshadow"
 Shadow
#17265 posted by Qmaster [70.195.71.100] on 2016/10/05 23:55:29
Does _shadow have support for multiple light sources?
 Nevermind....It Does Pull From Multiple Sources...most Of The Time
#17266 posted by Qmaster [50.40.202.177] on 2016/10/06 06:23:09
Shadow+Shadowself...did some tests:
_shadow 1 - self shadowing done and func_ casts shadows on the world.
_shadowself 1 - self shadowing and no shadows on the world.
both - same as _shadow 1.
Conclusion: _shadow 1 causes brushes in func_ to be treated as any old normal world brush. _shadowself 1 is only useful for cases where you don't want an object to cast shadows but still want it to shadow the brushes within the func_.
#17267 posted by Newhouse [188.238.126.252] on 2016/10/06 07:44:46
Would someone explain me 'why func_illusionary.. if I put _shadow 1.. Light still goes through it and lights for example one room that should be dark? Because I can't make this working like you do, I have to make actually normal brushes there.. kill them when func_breakable wall is broken and then set active func_illusionary which where first "start off".
If someone knows why simple just using _shadow 1 doesn't make it solid + block light coming through it?
 NewHouse
#17268 posted by Preach [77.99.55.146] on 2016/10/06 08:41:45
Which light tool are you using? Only the newest versions of some light tools support _shadow. I'd grab a copy of http://celephais.net/board/view_thread.php?id=61211&start=99999 if you aren't sure.
#17269 posted by Newhouse [188.238.126.252] on 2016/10/06 10:06:40
I thought I already crabbed that one.. let me see.. yep. I'm using tyrutils-ericw-v0.15.7-win64.
#17270 posted by Newhouse [188.238.126.252] on 2016/10/06 10:39:23
I mean I grabbed*
#17271 posted by Pritchard [121.219.4.122] on 2016/10/06 12:32:18
How bad is hitting the vert limit on bsp? I added the bsp2 flag to my compiler like the error said, but should I be concerned about it at all? Also, I'm assuming that all modern engines support bsp2, I mean i'm only about 3/4 done with this map so I can't exactly just trim it down yet.
 Stupid Elevators.
#17272 posted by Newhouse [188.238.126.252] on 2016/10/06 13:30:24
I want that player goes to "wait elevator zone" and whether it is up.. it goes down where player is.. but if it is down already - don't do anything ... just let the player go inside elevator.. wait about 1 second, after it goes up. And same other way around.
Pictures would help a lot more to visualize this.
#17273 posted by Newhouse [188.238.126.252] on 2016/10/06 13:47:34
#17274 posted by Shamblernaut [121.45.237.124] on 2016/10/06 15:26:52
you could probably use logic gates to make that happen neohouse
 Going Down
#17275 posted by Bloughsburgh [75.151.243.225] on 2016/10/06 15:47:24
I take it this is for the AD jam?
You could use entity states for multiple triggers. I don't know if this is over thinking it but what comes to mind is something like:
If elevator is up, and the player is down then a trigger by the elevator entrance will trigger a func_door set with toggle. This also turns off the trigger so it will not go back up without the player going inside the elevator.
A trigger located where the elevator space in the down position would then activate the door toggle. A similar trigger would be in the elevator space when in the up position.
Finally, duplicate the first section but on the upper floor.
With this, you can set separate wait values for triggers to get the elevator to act how you want.
I just pulled this out of my bum and your mileage will probably vary. :O
 Button
#17276 posted by Bloughsburgh [75.151.243.225] on 2016/10/06 15:49:07
You could also just use multiple func_buttons like how other elevators work.
But if you don't want buttons then try it out!
#17277 posted by Newhouse [188.238.51.177] on 2016/10/06 17:41:51
As long as entity_state whatever works in a way, it set the same state like "on" or "off" multiple times and not starts switching it between until I really want it to be changed.
 Newhouse
#17278 posted by ericw [199.119.235.190] on 2016/10/06 20:16:55
_shadow 1 on func illusionary should work with my light tool. Try starting with a simple case of a room with a pillar in the middle made of func_illusionary.
The light tool doesn't understand the start off spawnflag, so things that cast shadows always cast shadows.
#17279 posted by Newhouse [188.238.51.177] on 2016/10/06 22:05:14
the thing is, if these brushes were "normal" no "func_anything", light didn't come through it. But using func_illusionary.. even though I tried everything, using these _shadow 1 etc. I couldn't make it block lights, and tbh I didn't use "start off" yet so problem is not there. Somewhere is problem I can't figure out it by myself, because there is other things like I have to do.. like finishing up my map before deadline.
Also another thing about these clip brushes.. There is one hallway and monsters could easier walk through it, then I added there grates on floor, and covered it with clip brushes like I did in many other part of my map and in those areas those worked just fine.. but for some reasons it didn't worked on this specific hallway and enemies couldn't anymore go through it.. there is clip brush precisely placed on same high as floor is and it covers all these func_detail iron bars on floor, why they can't go through it? Is this some kind of bug or something?
https://drive.google.com/file/d/0BwxYkKdSD855WFNfd0Y4a1Uwck0/view?usp=sharing
 A Hunch
#17280 posted by Shamblernaut [121.45.237.124] on 2016/10/06 22:41:24
Newhouse, try turning bounce lighting off and see if the func_illusionary with skip textures and shadow tag works then.
 Monsters Can't Walk On Clip Brushes.
#17281 posted by czg [213.113.209.223] on 2016/10/06 22:54:43
#17282 posted by ericw [108.173.17.134] on 2016/10/06 22:56:06
Wait, the func_illusionary is textured with "skip"?
Updating your utils to v0.15.8 will fix that then!
Due to some things I changed in light (new raytracer), I had to handle the case of shadow-casting skip-textured funcs in a special way. The only limitation is, all faces of the func must be textured as "skip" for it to work.
#17283 posted by Pritchard [131.170.5.3] on 2016/10/06 23:35:56
Yeah, to fix the walking issue you need to use a func_wall with a very small alpha key value.
ericw, what are the chances of that changing in the future? It'd be nice to have some of the "one sided" brushes in my map cast shadows. It's not a big deal if it can't happen, though.
 Hmmm
#17284 posted by ericw [108.173.17.134] on 2016/10/06 23:51:15
Pritchard, I think that case will already work as you expect.. (something like hanging vines with texture on one side only?) The normal textured face will block light. (the skip faces won't, but the back side of the normal-textured face will, so the result will be fine.)
(The only case I'm aware of that is broken would be very unusual: say you had a bridge using regular textures, with spikes extending out of it that were textured with skip, and the whole thing was a single func_wall with _shadow 1. The result would be the main bridge casts a shadow but the skip-textured spikes don't).
#17285 posted by Pritchard [131.170.5.3] on 2016/10/07 00:17:42
I'll check my entity setup when I get the chance, I may have forgotten to set _shadow 1 on the relevant bits...
#17286 posted by Newhouse [188.238.51.177] on 2016/10/07 00:39:07
Thanks ericw, I will update my tools*
czg "Monsters Can't Walk On Clip Brushes."
Is that so? So it means I need to use invisible brushes or func_wall with alpha always when thinking of monsters. Maybe I skipped that part where ever it was written down.
#17287 posted by FifthElephant [82.21.157.236] on 2016/10/07 00:56:24
Use noskip textures on a func_wall instead
#17288 posted by FifthElephant [82.21.157.236] on 2016/10/07 00:56:34
sorry, I meant skip textures
#17289 posted by Newhouse [188.238.51.177] on 2016/10/07 01:24:44
Because not using skip textures.. possible makes some surfaces disappear when looking from different angles?
 Weird Bug?
#17290 posted by Newhouse [188.238.51.177] on 2016/10/07 01:55:05
I placed armor and health on elevator (func_train) which slowly goes from up to down.. when it reaches its destination bottom, I hear stopping sound and then items falls through floor..
Should I use skip there as well? I already tried clip brushes.
 Plants
#17291 posted by Pritchard [121.219.4.122] on 2016/10/07 08:35:40
Right now in my map I'm trying to create a little plant in a pot, like one of those shitty plastic ones you see in foyers or something like that. Does anyone have any advice on the best way to go about it? I'd be happy to just have a texture that's feasible to cut a shape out of with brushes, I've got some good ideas as to how to use something like that, but something better would be nice as well.
It's an AD map so although I haven't looked into it I think I can load arbitrary models, so that's another avenue.
What would be really juicy is a guide on how to get transparent textues working in Q1, if that's even possible (I doubt it!). I've got a .wad with a plant that I could use if this was made possible somehow, but it's on that ugly pink background and the details are far too fine for me to simply chop it out, even at the smallest possible grid size.
#17292 posted by ericw [108.173.17.134] on 2016/10/07 08:49:58
Several AD maps use fence textures (vines in ad_swampy, broken windows in ad_necrokeep) so you could try that - add a "{" to the beginning of the texture name so it's something like "{plant", this will make palette index 255 transparent.
It's not a vanilla quake feature but engine support is good (QS, MarkV, FTE, latest DP)
 Newhouse
#17293 posted by negke [31.18.51.150] on 2016/10/07 10:14:36
Skip = the compiler removes the textures from the visual plane, so there are invisible but solid surfaces the monsters can walk over like they was a smooth floor. It's preferable to make them func_wall, because then you can cover the whole gap. They can work as world geometry as well - however, then they can't touch adjacent geometry as that would cause their faces to become invisible as well.
Skip works in vanilla Quake which makes it the way to go, whereas alpha is only supported by a handful of ports.
#17294 posted by Pritchard [121.219.4.122] on 2016/10/07 10:40:56
An apparent exception to the "can't touch adjacent geometry" rule seems to be if the brushes that are skipped are func_illusionary brushes. Obviously not applicable for creating invisible solids, but still an interesting exception. I'm using it to make a "catwalk" for my map: http://i.imgur.com/M5o1Dsa.jpg
http://i.imgur.com/WUpcCxs.jpg
Also, is the "monsters can't walk on clip brushes" statement actually true? I ask because this guy seems to be doing just fine, granted this is in a mod, not the default game.
#17295 posted by Spike [86.180.169.240] on 2016/10/07 11:04:33
monsters use pointcontents in order to avoid walking off cliffs. this means that they'll refuse to walk over gaps,
the exception is if they're already off the side of a cliff, in which case they're 'allowed' to just walk off it entirely, thus there's no issue if they spawn on it, but they won't step back onto the clip brush if they did find solid ground.
obviously you can trick the movetogoal function by adding in FL_PARTIALGROUND before each call to it, but you'd probably need extra triggers for that...
#17296 posted by Rick [75.65.153.192] on 2016/10/07 15:13:44
I have a spot where monsters not walking on clip brushes is less than good. I've been avoiding anything not part of Quake originally, but would this "alpha" thing work on a moving entity like a door?
If so, is it done in the engine or by the compiler?
#17297 posted by Spike [86.180.169.240] on 2016/10/07 22:42:53
a func_wall with only skip textures on it will be totally invisible (and not do nasty things to pvs+csg+etc), and yet still support monsters walking over it just fine.
however, your shots will also hit it instead of passing straight through, which is how come monsters will be willing to walk over it.
so pick your poison.
#17298 posted by Rick [75.65.153.192] on 2016/10/07 23:17:03
The walkway is made of four bars. At first they are not extended. Later they move to the position here (lower right).
http://quaketastic.com/files/screen_shots/Wish13_e.jpg
Sorry for the poor angle, but the screenshot is one I uploaded a while back.
Monsters do not move on to the walkway because of the gaps. I've used monsters that have ranged attacks, but it would be better if they would use the walkway once it extends. A func_wall or skip textured brush won't work because of the need to move.
#17299 posted by ericw [108.173.17.134] on 2016/10/07 23:19:58
Would making a second overlapping func_door that's just a skip-textured box work?
#17300 posted by Rick [75.65.153.192] on 2016/10/07 23:35:41
Skip textures work on doors? That was what I was asking. I didn't know, never use them.
Special compiler needed? I use txqbsp_xt
I was thinking to try the tyrutils as long as marksurfaces don't go up, but I would have to relight a lot of the map because there are parts that look a lot different from MH/BJ light. I think it's the lack of "soft distance".
#17301 posted by Rick [75.65.153.192] on 2016/10/07 23:37:53
There is already a clip brush inside the bars to smooth out the "bumpiness" to the player, changing that to a separate door would be no problem.
#17302 posted by ericw [108.173.17.134] on 2016/10/08 01:56:27
I'm pretty sure skip on doors will work fine with txqbsp-xt or tyrutils (I tested my version, probably the original works too). As spike said it'll block gunshots but otherwise it should be ideal.
#17303 posted by Newhouse [109.240.71.34] on 2016/10/08 04:39:03
Does it really need to be func_wall only, when using skip textures? Just wondering because func_train is used in many places, and if ever decide make a floor about irons bars then there will be problems if monsters can't move over it.
#17304 posted by Rick [75.65.153.192] on 2016/10/08 05:20:43
In general, for anything non moving I would use a func_wall. For something that moves along one axis only, func_door. If a complex path is needed, multiple directions, continuous loop, etc., that is what func_train is for. I don't actually use func_plat any more, too limited.
#17305 posted by Newhouse [109.240.71.34] on 2016/10/08 06:03:13
By the way.. because I'm still discovering new keys and things... does func_door has key "angles" like in buttons?
#17306 posted by Rick [75.65.153.192] on 2016/10/08 07:03:39
Yes, but like buttons, only in the horizontal plane, and from what I've seen it can get confusing if you use non-orthogonal directions.
Doors make great lifts and extending walk ways, you just have to learn how to control them by setting the "lip" value.
#17307 posted by Newhouse [109.240.71.34] on 2016/10/08 07:41:02
So it is better than func_plat in many cases?
I tried using now skip, I think I asked about whether it makes same effect when using invisible textures.. and it makes the same weird effect, it kind of don't want to draw some faces:
https://drive.google.com/file/d/0BwxYkKdSD855eDdtQU1JdEpPSE0/view?usp=sharing
 Skip
#17308 posted by Mike Woodham [109.146.201.87] on 2016/10/08 08:35:46
From Quake Wiki...
"Skip is a nonstandard special texture, used by modern QBSP compilers, but does not have any function in the stock Quake compilers as released by ID Software. Skip is a texture much like clip in that it is invisible, but skip's use is to remove an entire face from ever rendering, and a brush does not have to be fully textured in skip. The removed face remains solid, and will block player and monster movement, as well as block weapon fire. In general, this is of little use on solid geometery, as Quake performs backside culling, but can be used on brush entities or "hacks" like windows to hide unwanted faces. A "*waterskip" texture exists as well, for use with liquid brushes."
So you use it only on those faces of a brush that you want to remove, not on a whole brush.
#17309 posted by Newhouse [109.240.71.34] on 2016/10/08 08:58:23
I don't want to remove anything, I only want to let monsters move surfaces.
 Thanks
#17310 posted by Newhouse [109.240.71.34] on 2016/10/08 09:26:16
Thanks for who mentioned about func_wall + alpha.. it worked!
 Skip Texture
#17311 posted by Mike Woodham [109.146.201.87] on 2016/10/08 09:30:19
Looking at your screenshot I think you have a grid, and that you want monsters to be able to cross the grid?
If so, then you cannot cover the whole grid with one skip brush. You need to fill each of the spaces in the grid with a brush of exactly the same size as the gap, and with the same texture as the grid, then retexture just the top and bottom faces of that new brush with the skip texture.
After compiling, the faces with the skip texture will be solid but invisible, meaning that you can see what is below the grid, and all the other faces of that brush will remain, thereby making the grid look complete. Monsters will then be able to cross the grid.
I used that technique in FMB-BDG2 where I had a grid with some holes big enough for the player to fall through if he was not careful, and skip textures everywhere else so that the monster could chase the player across the grid and maybe panic the player into falling through one of the bigger holes (those bigger holes did not have skip textures in them).
#17312 posted by negke [31.18.51.150] on 2016/10/08 09:34:35
The problem in the screenshot is that the skip brush is world geometry. This is what I explained above. The skip brush needs to be a brush entity, ideally func_wall (NOT func_illusionary). Alpha brush is a bad choice, because when playing the level with a port that doesn't support alpha, that brush will be fully visible.
 Mike
#17313 posted by negke [31.18.51.150] on 2016/10/08 09:41:42
When world brushes touch, regardless of texture, the touching faces are removed. If top and bottom face are skip-invisible, then you can see through the sides where the brushes touch. So in order for this to work, there must be no touching (similar to the "DP" issue), for example if the skip brush is shaped like an upside down pyramid or at least has slanted sides to make sure only the floor surface matches up with the adjacent floor. However, this is problematic as well, since it may lead to the parts below or behind the skip brush to be visblocked and therefore create a visual anomaly, too.
 Someone Should Write Down Some Tutorials
#17314 posted by Newhouse [109.240.71.34] on 2016/10/08 10:56:32
"Alpha brush is a bad choice, because when playing the level with a port that doesn't support alpha, that brush will be fully visible."
Didn't some just said Skip is not supported as well in some ports.. or am I blind. It seems there is couple ways to solve this problem. That I don't know what is the right way to do it anymore.
You can recommend using specific engines for your maps.. if it comes to that mentality "it should be working on every possible quake engine" you're just making your life unnecessary hard?
I just tried func_wall + alpha and it gave the best result when using Quakespasm. So if that is the wrong way to do it, then shall be it - if it works on this specific engine..
#17315 posted by Pritchard [121.219.4.122] on 2016/10/08 12:30:39
Do AD's fence textures not work in darkplaces? Or have I borked something somewhere? That screenshot is 100% less pink in QS.
Actually, should I care about DP at all? I only installed it tonight to see how my map would look (basically the same save for the broken plants) and experience the horror that is excessive particles and blood decals. Does anyone care if my map's broken in it?
 Skip Texture
#17316 posted by Mike Woodham [109.146.201.87] on 2016/10/08 13:07:04
Sorry about that; my memory is shot!
Negke is right. Ignore my comment about exact size and retexturing, that was the actual problem I had, not the solution. The solution was a standard brush 1 unit away from grid brushes (still needing one skip brush for each gap in the grid)
I think this shows what I am meaning:-
http://imgur.com/a/PzDvZ
You can see the skip brushes in place, and the larger holes that the player could fall through, but monsters would not.
This screenshot is from the original map that was compiled and worked as intended.
#17317 posted by onetruepurple [95.160.159.80] on 2016/10/08 13:08:58
Actually, should I care about DP at all?
No.
 @Mike
#17318 posted by Newhouse [109.240.71.34] on 2016/10/08 13:57:41
Like this? : https://drive.google.com/file/d/0BwxYkKdSD855amlBS1FCSWVlaHc/view?usp=sharing
Is the offsetting by 1 pixel only way to make it not hide faces from those iron bars?
#17319 posted by Rick [75.65.153.192] on 2016/10/08 16:54:04
Let me get this straight. Skip is a compiler thing, so if the faces are removed does the engine port used to play the map make any difference?
Alpha does require engine support, if not supported by the engine port used to play the map the model will appear as normal and not transparent?
 NewHouse
#17320 posted by MIke Woodham [109.146.201.87] on 2016/10/08 16:59:31
Yes, that looks right. And yes, the 1 unit gap stops the grid's faces from being removed whilst allowing monsters to cross the grid.
In my map, Ogres, Death Knights and Shamblers could chase the player across the grid.
#17321 posted by Mugwump [80.215.174.36] on 2016/10/08 17:09:13
should I care about DP at all?
It depends whether you intend to allow players to play your map without forcing them to put their engine of choice away or restrict it to some kind of elitist club. Your call but IMHO mappers shouldn't make their work dependent of one engine.
 Way To Complicate Things
#17322 posted by negke [31.18.51.150] on 2016/10/08 17:19:13
You turn it into a func_wall so you don't need to have 1-unit gaps, because brush *entities* and world geometry don't affect each other in this regard. Yes, it's also possible to have skip-textured world brushes which then must not touch other brushes, but it's not recommended in most situations. There'll be lighting issues, too.
And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting.
Rick: Correct.
Mugwump: Correct.
 Pritchard
#17323 posted by ericw [108.173.17.134] on 2016/10/08 19:30:16
Dp got fence texture support a few weeks ago, it's only on the "development auto builds" (haven't tried myself but should work): https://icculus.org/twilight/darkplaces/download.html
 Skip Works In All Engines
#17324 posted by ericw [108.173.17.134] on 2016/10/08 19:32:08
Including dosquake to my knowledge
 @negke
#17325 posted by Newhouse [109.240.16.168] on 2016/10/08 19:37:27
"And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting. "
but still this happened? Did I do it poorly?
https://drive.google.com/file/d/0BwxYkKdSD855eDdtQU1JdEpPSE0/view?usp=sharing
Though I don't remember was it func_wall or not.. have to see again..
 Nevermind
#17326 posted by Newhouse [109.240.16.168] on 2016/10/08 19:42:18
Yeah, it seems to work. Thanks negke.
#17327 posted by Newhouse [109.240.16.168] on 2016/10/08 19:48:49
So now it is come to this point I need to ask again about these keys (AD specific): _shadow, _shadowself, _dirt.
Can some one of those make this brush work as func_illusionary.. like it doesn't block lights?
 Negke
#17328 posted by Mike Woodham [109.146.201.87] on 2016/10/08 21:01:58
I had no idea that was what you could use func-wall for. If I ever try to map again I will have to find a use for my new-found knowledge :)
#17330 posted by JimBob [173.172.63.227] on 2016/10/10 19:24:48
func_wall + alpha works in Darkplaces, Fitzquake, Qrack, and Quakespasm (and probably more). That's pretty broad support.
The only thing it doesn't do is work online with protocol 15.
 Strangers In The Night
#17331 posted by madfox [84.84.178.104] on 2016/10/11 17:39:48
After working some months on a convertion of the Doom2 Startrek Enterprise to Quake1 I discovered a file on my disk from 1997.
It's called "NCC1701D.zip" and contents a rather good impression of a Quake1 map of the Enterprise.
First I was surprised, because someone already did what I was trying in a much earlier moment.
I tried to contact the author "Andrew J. Wyllie" but my email bounced back which isn't that strange after 19 years.
I wondered if someone has heard of the name, because it's a rather good convertion.
 Keys/Sigils In Multiplayer?
#17332 posted by yeastiality [24.36.62.204] on 2016/10/12 19:39:39
Hi!
This is a repeat of a post I made a long time ago on quakeworld.nu. I'm revisiting it now and someone suggested this forum to get ideas.
Basically, I'm trying to replicate the gimmick from the quake live map 'Elder' (players pick up a gold key to access part of the map), but in quakeworld.
Is it possible to do this using item_key1 / item_key2 / item_sigil ?
Has someone done this before in e.g. a duel/2v2/4v4 map? Let me know what you can!
#17333 posted by Baker [69.47.142.25] on 2016/10/13 03:04:29
In your map editor, for the gold key ...
1) what flags do you have set
2) what flags are unset
And same for the door.
#17334 posted by yeastiality [24.36.62.204] on 2016/10/13 04:37:33
Sorry, I left out the most important part of my post!
I basically know how to set up the door to open for a key etc. The problem is my keys/sigil don't seem to spawn at all in deathmatch..?
No flags set on them right now.
 Grenade Key
#17335 posted by JimBob [173.172.63.227] on 2016/10/13 04:59:59
Keys are probably removed by the engine for DM. Didn't see anything in the QC.
You could do like I always wanted to do, and turn the grenade launcher into a key. Just make a wall with a hole, put a shootable func_button deep down inside. Only way to trigger it? Drop a grenade in there. Label it with a texture that features a screenshot of a grenade launcher or a grenade, so players get the drift (or a message works too, I guess).
Other than that, there is a Quake 1 arena mod that I think is actively developed. I think they might code DM keys in for you.
#17336 posted by JimBob [173.172.63.227] on 2016/10/13 05:08:24
Rocket launcher key? Long shaft (think Star Wars). Shoot down it, and blast radius hits shootable triggers on the side(s) of the terminal chamber.
 @madfox
#17337 posted by xaGe [104.228.17.55] on 2016/10/13 05:30:04
I remember that map from way back when. I just grabbed it to play for old times sake.
#17338 posted by yeastiality [24.36.62.204] on 2016/10/13 06:11:52
Ah, too bad. Thanks for confirming it anyway!
#17339 posted by Baker [69.47.142.25] on 2016/10/13 06:13:07
Haha. Yeah, too bad.
Except you can do it by removing the 2048 from both the key and the door.
/Newbies ...
#17340 posted by Baker [69.47.142.25] on 2016/10/13 06:26:13
Here's a screenshot of EZQuake of someone holding the gold key and looking at the gold key door.
Of this thing that "can't be done".
ezQuake gold key + gold key door deathmatch on
#17341 posted by JimBob [173.172.63.227] on 2016/10/13 09:06:04
Thanks, Baker. I can get it working, too. But if he's not setting any flags...
By the way, the html for this thread is now 12.6 MB. Isn't that kind of absurd?
 @jimbob
#17342 posted by Baker [69.47.142.25] on 2016/10/13 09:49:21
I did ask him specifically what flags "he was using" and what flags "he wasn't using", hehe.
He said no flags, which is pretty bloody unlikely so who knows what's he doing .. even he doesn't know, that's for sure.
thread is now 12.6 MB -- Isn't that kind of absurd?
That's 12.6 MB of pure knowledge, my friend.
Use it wisely. Prosper.
#17343 posted by Newhouse [188.238.85.148] on 2016/10/13 10:03:56
If all of this "pure knowledge" would be gathered in other format for example.. actual tutorials/techniques web page + clear images and screenshots of what everything actually does.
Simple ReadMe included in "somewhere" in game folders doesn't offer much information what all keys and features actually do and most of the mapper's time is spend on trying out things and failing. (in my case 90% of the time), because I'm bad at understanding notepads alone. That's reason why I constantly keep "making sure" I'm doing things in a right way and keep asking about scripting in here.. because there is no other forums as active as this.
I can only assume size will keep growing, and here is the one of the reasons why that keeps happening.
#17344 posted by Baker [69.47.142.25] on 2016/10/13 10:38:55
Why do I suspect you are using TrenchBroom?
Because in older days, almost everyone used WorldCraft and WorldCraft had elite ++++ documentation. You could go from newbie to near-elite in a day, I kid you not.
Like http://www.quake-1.com/wc16a-tutorial/
When I see someone new using TrenchBroom, I keeping seeing newbies trying to carve trees and struggle with newbie 101 stuff like "can't make a teleporter" other non-sense that no WorldCraft user ever struggled with in the entire history of mapping.
/I'm just saying ...
#17345 posted by Pritchard [121.219.4.122] on 2016/10/13 12:19:40
I think, to be honest, it's just because this stuff really isn't google friendly. Or just... friendly, at all. I've never seen that WorldCraft page before, and it's not for lack of trying. this site got me through a lot of my early struggles with the entity system, but to be honest I've forgotten how I found it myself.
Another issue is that TB's docs aren't really noob friendly. I mean, they're great if you're a noob for TB, but not for quake. Anything you could possibly want to know about mangling a once-beautiful brush into a mess of non-integer vertex points and warped textures is contained within the bounds of the TB docs, but the only consideration given to the entity properties window is a guide to the UI and how to get around it.
Personally I don't think it should be the responsibility of the editor to provide documentation for this sort of thing. Especially not in TB's case, where the list of games it supports is quite wide and its capability to load custom entity definitions means that it can never cover every possible question.
There's no real solution here really; unless we start editing the top of the topic to include links to a F.A.Q. or tutorials like the one you linked, everyone is basically stuck in an endless cycle of answering the same old questions again and again...
 I Agree
#17346 posted by Bloughsburgh [75.151.243.225] on 2016/10/13 13:00:05
With Pritchard on this.
Stuff like making a teleport is pretty univseral across all Quake editors. I think it's more like completely new mappers (Who never mapped before) are attracted to TB and because they are completely new they do not any of the basics whatsoever.
I learned a great deal of the basics from the bsp editor tutorials. Almost all of those tutorials are not specific to any editor and I don't think that should be TB's job at all.
But that link you posted Baker is very useful and like Pritchard I never came across that page!
 XaGe
#17347 posted by madfox [84.84.178.104] on 2016/10/14 01:50:48
I see you got that one too.
What happened to me is I'm a hardcore singleplayer, and the level has only four vormits and a dancing data.
In all respeckt to the author andrew wyllis I can't help to see it as a deathmatch range.
Also the light is really bleached.
So I took up the stormannsgally idea to remap the level, inhibbit it with gallons of ferengi and cardassians, relight it and even make it bigger.
Sofar I haven't much luck, but after converting the enterprise from a doom2 level I found this one which threw me back in my chair.
As Spock said: what in heavens name is emotion?
#17349 posted by mukor [73.94.119.240] on 2016/10/14 10:44:20
im about to show my skill level, but for the life of me can not figure out what im doing wrong.
Im getting "no spawn function" for func_details? im using "tyrutils-ericw-v0.15.8-win64" to compile and running my map, which uses Arcane Dimensions, with my AD shortcut through QuakeSpasm.
my understanding is that the error would mean im not using the right progs.dat/mod?
I reinstalled AD/redid the most recent patch and still nothing?
super confused, and extremely burntout on it. thanks in advance. let me know what info or logs i should share to help decipher this, as im still on the novice end of things.
it worked last compile and to the best of my knowledge not much has changed aside from new entities/trigger/targetnames.
#17350 posted by mukor [73.94.119.240] on 2016/10/14 11:26:59
aaaaaand i solved it.
ive been having an issue with trenchbroom not saving new compile settings upon exiting. my tools had been set to a previous setup.
am i alone with that issue?
 Keys/Sigils + DM
#17351 posted by negke [31.18.51.150] on 2016/10/14 14:16:30
Keys and sigils work in deathmatch. However, they do not respawn, so they can only be picked up and used once - and will be lost if the player dies before opening the door. Depending on your intentions, it may be safer to use buttons (possibly dressed up to look like a key or sigil).
#17352 posted by Pritchard [121.219.4.122] on 2016/10/14 14:26:50
Keys fire their triggers when picked up, so you could make the key being picked up automatically open some invisible doors (clip) over the real doors. The real doors would just be regular doors, and that way you could make it so that once the key is collected it's as if everyone had it.
Alternatively, this seems to work from my brief testing when used on keys. That's a pretty direct way of solving the "don't respawn" issue.
 Negke
#17353 posted by onetruepurple [95.160.159.80] on 2016/10/14 14:57:53
Would the sp respawn hack work on them in DM?
#17354 posted by negke [31.18.51.150] on 2016/10/14 15:11:24
Yes, I think so.
#17355 posted by Pritchard [121.219.4.122] on 2016/10/14 16:25:49
Well, I tested in QS in DM mode so i'd think so. At least for netquake :/
 Troubling Lift
#17356 posted by madfox [84.84.178.104] on 2016/10/14 18:41:08
A simple lift shaft, 96x96 units and 320 units high.
When I place a func_train in it the plateau seems to get stuck
at the last 64 units and returns.
Replaced it with a func_plat but it keeps stuck.
There's nothing to block it so I wonder what it causes.
I know the bouncing box is always square, no matter the player's direction.
The 96x96 units seems enough space for the player's 64x64 intend.
 Baker
#17357 posted by Newhouse [188.238.37.193] on 2016/10/14 18:53:26
Things like "can't make a teleporter" doesn't always mean that he actually don't know what functionalities use or keys, in my case it meant that if I place teleport destination poorly it teleports the player back to same teleport I just run into and not the destination. And most of the features I'm asking about is mod specific features I haven't used before and has only tiny print in some ReadMe files.
I haven't never seen that site you just linked, but it looks like 10 times more informative that what I have tried to use during these 3 years of mapping and practicing.
 Mukor
#17358 posted by SleepwalkR [80.187.115.189] on 2016/10/14 19:16:49
Submit an issue plz.
 SleepwlkR
#17359 posted by mukor [66.87.76.86] on 2016/10/15 08:04:42
Ill see if i can reproduce it and ill write one up regardless tomorrow afternoon.
#17360 posted by Rick [75.65.153.192] on 2016/10/15 20:16:02
So there is a point at which the larger part of the level becomes accessible. When the player reaches this point, there will be a choice of two paths to take.
One path may be difficult/annoying/frustrating if taken first, but probably doable. Block that path until the other is followed or let the player figure it out?
I do have one model left which could be a blocking door which is triggered eventually by taking the second path.
Maybe the door could be part of the difficulty setting?
#17361 posted by Bloughsburgh [75.151.243.225] on 2016/10/17 14:55:01
Rick:
I rather enjoy figuring out things on my own, but for the sake of keeping it simple the difficulty block sounds like a good idea as well.
Adib:
Don't feel too bad about grey box levels getting nowhere. I encounter the same issues and I assume a lot of other mappers do as well. I have gone through about 3 or 4 maps where I had a full level planned out but couldn't "grasp" the scope. I find keeping a map within scope (Don't go too far with so many ideas at once) and also laying down some detail lets you visualize your final product.
I tend to lightly texture as I go and that seems to help my motivation for continuing a map. Just now, I started to dislike my current project, but I found the cause was an ambitious idea that increased my initial scope too far. Removing it completely allowed me to plan out a far more simple but realistic idea.
Try decreasing the scope of your map, remove excessive or overly ambitious ideas that do not conform well to the rest of your plan.
#17362 posted by Rick [75.65.153.192] on 2016/10/18 03:43:46
I managed to add a completely new lift and now the player will be able to access the area that previously required unlocking the larger part of the level and following the correct side path.
It added over 700 marksurfaces which exceed the limit, but I was able to get the total down to 32300 after fooling with it all day.
The bad part is that, by doing a grenade jump, the player can now reach the larger area without doing the "mini quest" to unlock it.
I'll have to decide whether to leave that possibility in or make it irrelevant. If I do make it irrelevant, the player would only find out if they make the jump, only to discover they have gained little.
Even with all these changes, it would still be possible for the player to miss the whole point of exploring that area.
 Func_train's Path Corners + Slerp?
#17365 posted by NewHouse [188.238.18.72] on 2016/10/23 08:18:46
Is there way to create slow down for the moving brushes?
#17366 posted by negke [31.18.51.150] on 2016/10/23 10:41:55
Not in standard Quake. There is in Quoth, for instance.
 I Choose You Quoth!
#17367 posted by Newhouse [109.240.11.133] on 2016/10/24 09:29:30
#17368 posted by Mugwump [80.214.115.133] on 2016/10/24 09:49:56
There is in Quoth, for instance.
Does AD have a similar feature?
 Mugwump/newhouse
#17369 posted by mukor [73.94.116.153] on 2016/10/24 10:00:02
AD makes use of a "speed" property as well.
 Cool, Thanks
#17370 posted by Mugwump [80.214.115.133] on 2016/10/24 11:07:54
 Quaddicted / Other Resources Down For Any One Else?
#17371 posted by Random Spark [72.176.81.107] on 2016/10/24 13:03:06
So i've been making doom Wads and UT2k4 levels ever since i could get my brain around level design.
They're all pet projects, and recently i decided to step into quake editing. So i've been at it for a few months, switched to trenchbroom, fiddled with quoth a bit but i keep going back to old fashioned quake assets.
I was thinking now would be a great time to go back and retexture/polish my old quake levels that i converted from my Doom2 deathmatch servers i used to run.
Found out today most of the WADs for textures are lost to the Ether, and Qaddicted/Qwiki.org are down? not certain? I haven't been able to get on them all day it seems.
where else do you get assets in this community?
#17372 posted by Baker [72.168.129.230] on 2016/10/24 13:29:11
#17373 posted by Pritchard [121.219.4.122] on 2016/10/24 15:15:24
I'm pretty sure the sites do go down from time to time, they also tend to come back again afterwards.
It is a bit of a single point of failure, sadly. Thankfully the web archive as linked above has some of it mirrored, if not all (I haven't checked).
My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy. It makes it easier to browse, and prevents me from having to constantly use the server whenever I want to find new texture sets.
#17374 posted by khreathor [91.217.18.31] on 2016/10/24 15:36:04
How much Mb is whole WAD collection?
#17375 posted by Mugwump [80.214.115.133] on 2016/10/24 15:39:13
Yeah, I've been having an error 503 since last night. The site must be under maintenance.
My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy.
I DL'ed everything too. The whole shebang weighs about 300Mb, a speck on a modern HDD.
#17376 posted by Random Spark [72.176.81.107] on 2016/10/24 19:30:43
Thanks for the assistance, I will be sure to do that asap. So when these sites are down there's no secondary... scary stuff. This was the only community I found that still embraces quake1 so readily.
#17377 posted by Mugwump [80.215.156.215] on 2016/10/24 19:48:37
No secondary? As Baker said there's always the Quaddicted backup at archive.org. You'll also find donwloadable stuff at Quaketastic. As for the Quake community, there are a number of other sites, notably QuakeOne.com and InsideQC (the latter is more a home to engine coders, many of whom also dwell here).
#17378 posted by Pritchard [121.219.4.122] on 2016/10/25 02:18:21
My copy of the wad collection is just a smidge over 400mb, actually.
In other news, the site seems to be back again. We can all rejoice!
#17379 posted by Mugwump [80.215.156.215] on 2016/10/25 02:49:13
I thought I had downloaded everything, I guess I missed some. I'll have to remedy that, thanks for pointing it out.
 Fullbrights
#17380 posted by Random Spark [72.176.81.107] on 2016/10/25 08:54:57
Theres no way in hell to get a green fullbright right? not without engine changes i assume
#17381 posted by metlslime [67.161.57.57] on 2016/10/25 08:57:25
a mod with a new palette would do it. (any color in the last two rows is fullbright, so you could replace some of those with green.) It would affect all textures/models though, so you might need to live with green enforcer lasers or something.
#17382 posted by metlslime [67.161.57.57] on 2016/10/25 08:58:09
or, use TGA replacement textures. That's probably simpler but you are limited to engines that can load them.
#17383 posted by Mugwump [83.202.134.134] on 2016/10/27 03:26:38
Guys, I'm having trouble with my little Sin City experiment. Here's a picture of the problem: http://imgur.com/a/ZtuAG
Notice the brownish lines? They shouldn't be here at all. All we should see are uninterrupted strips of white with only the black outline. What am I doing wrong? Here's an archive containing the .map, its associated .log and my custom texture wad: http://s000.tinyupload.com/index.php?file_id=09992222569821131523
BTW, the log has two warnings about entities in empty space but I have NOTHING outside of that big cube and no apparent leak.
 Tile
#17384 posted by Bloughsburgh [71.61.61.77] on 2016/10/27 03:46:32
Perhaps the the custom texture is tiling? I didn't check the 2nd link just the picture.
#17385 posted by Mugwump [83.202.134.134] on 2016/10/27 04:15:02
Well of course it is tiling, those columns are 1024 units tall! But my textures only contain black and white, no color at all and not even greys, so we shouldn't see these brown lines.
I was thinking it may be a problem with my textures themselves, hence the inclusion of my wad. I'm a total n00b in the matter of making textures, so maybe I did something I shouldn't have, or on the contrary didn't do something I should have...
I don't know if it's worth mentioning but I used ad_quake.fgd in TB2. I've just been told I should use the .def instead.
 Mugwump
#17386 posted by mukor [66.87.77.158] on 2016/10/27 04:22:28
https://github.com/kduske/TrenchBroom/issues/1501
I believe i saw sock mentioned an improved fgd for AD 1.5 on twitter. Dont quote me on that.
#17387 posted by ericw [108.173.17.134] on 2016/10/27 04:22:58
The SC_plainsurfw3f texture has that brown color in the bottom row of pixels, should be easy to fix up in Wally or whatever your preferred texture tool is
 EricW
#17388 posted by Mugwump [83.202.134.134] on 2016/10/27 04:52:09
That's weird. I used PhotoShop to create a 64*64 plain white texture and only drew the black outline, nothing else. How could that color possibly have ended up there?!
@mukor Thanks but according to the discussion I've just had on the TrenchBroom thread, .fgds are for J.A.C.K.
#17389 posted by mukor [66.87.77.158] on 2016/10/27 04:57:44
I took it more as the fgd currently with AD is setup better for jackhammer and that the new one will work for both.
 Correcting Myself
#17390 posted by mukor [66.87.77.158] on 2016/10/27 05:55:44
Sock didnt directly mention the fgd being improved but replied to someone about their problem with a specific aspect of the fgd being fixed in 1.5 in the AD thread post #949.
I have faith the fgd was imporved overall and not just that one area. Maybe sock will chime in on that...
#17391 posted by Mugwump [80.215.44.170] on 2016/10/27 06:03:54
The fix mentioned in that post is about relays, it has nothing to do with my issue.
 Hence The Need For Me Correcting Myself
#17392 posted by mukor [66.87.77.158] on 2016/10/27 06:07:39
 TB2
#17393 posted by Bloughsburgh [75.151.243.225] on 2016/10/27 12:53:40
Okay, I have no idea about your skid marks in your whites then. ;)
I use the fgd for AD and I use TB2. I find all of the information I am looking for present so perhaps try both and see which one suits your fancy!
#17394 posted by Mugwump [80.215.42.188] on 2016/10/27 13:51:37
skid marks in your whites
I think it might have something to do with the method I used. I had converted full color textures by using PhotoShop's greyscale mode, thus discarding the RGB channels, so when I made my set of white textures, PS was still in greyscale mode. Then I imported all these in TexMex and I suppose it's the program's texture conversion that screwed them up, because these colored parts show up in my wad but not in the individual textures. I'm currently remaking the wad from scratch. I went back to my individual textures that I had stored in a folder, converted all of them from greyscale .tga back to RGB .bmp and I'll use Wally instead of TexMex. I hope this time it works correctly.
 Mug
#17395 posted by ImpotentRager [109.156.170.78] on 2016/10/27 14:42:35
For all your correct and well pointed punctuation you really are a first class retard
#17396 posted by Rick [75.65.153.192] on 2016/10/27 15:06:10
TexMex is for wad management, not texture editing. You need to be sending it 8 bit textures with the correct 256 color palette. If you don't, it will make a best guess at conversion and if it turns out wrong, guess who's fault that is?
Does Photoshop even have a way to do 256 color editing confined to a specific palette?
#17397 posted by Baker [69.47.142.25] on 2016/10/27 15:23:13
How did you import them into TexMex without saving them to disk? (Like why would you have to re-make them)
If your life easier you convert to the Quake palette (preferably without fullbrights) in the image editor, then CTRL-C and copy the image ... and then ALT-TAB to TexMex and press CTRL-SHIFT-V to paste the image into the wad.
#17398 posted by Mugwump [80.215.169.77] on 2016/10/27 16:21:11
You need to be sending it 8 bit textures with the correct 256 color palette.
That's good to know. PhotoShop does work with a palette. I'll have to check if it accepts the .lmp format, probably yes.
How did you import them into TexMex without saving them to disk?
I didn't say I didn't save them! CTRL-C + CTRL-SHIFT-V is exactly what I did, I just seem to have skipped the palette conversion part...
I've noticed something else: the mipmaps generated from the full-size image, either in TexMex or Wally, include greys in them while the original textures only have 2 colors: black and white. In-game, this results in a change of tone in the distance, visible in the screenshot I posted earlier. Is there a way to prevent the mipmap generator from blending black and white into greys? If not, can I edit the mipmaps in PS or replace the generated ones with my own?
#17399 posted by Rick [75.65.153.192] on 2016/10/27 16:49:51
I've mostly used bitmap for Quake when actually saving files for future use, but always as 8 bit with palette. This works perfectly for me. Seems like I read somewhere the format actually used by ID for Quake was pcx.
I never needed to mess with the mipmaps, but I seem to remember something called MipDip? Maybe look at Quaddicted or Quaketastic.
 Wally
#17400 posted by Qmaster [70.195.88.164] on 2016/10/27 18:17:56
Is the best for texture editing imo. It lets you do cool noise effects and remip too.
#17401 posted by Mugwump [80.215.91.54] on 2016/10/27 18:52:50
I never needed to mess with the mipmaps
I probably wouldn't need to with regular, colored textures (or even greyscaled like map jam 8), but I'm doing something really special with only pure black and pure white. Greys would mess that up. I'll look into MipDip, thanks.
#17402 posted by Rick [75.65.153.192] on 2016/10/27 18:56:05
I have Wally but haven't used it for many years. I have no idea why. It looks like it can do some useful things that my ancient copy of PSP 4 can't. I don't see any way to directly edit the sub mips though.
#17403 posted by Naitelveni [91.153.6.110] on 2016/10/31 21:16:12
hi i want to know how to make maps with trenchbroom there is no tutorial on how to compile maps. how do i compile maps?
#17404 posted by Naitelveni [91.153.6.110] on 2016/10/31 21:18:18
https://www.youtube.com/watch?v=aZ5NUiYtvC8
i watched this video but there are no tutorials how to actually compile maps
#17405 posted by Naitelveni [91.153.6.110] on 2016/10/31 21:19:20
my map compiler says this:
${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map
output says this:
#### Exporting map file '/Users/Leo/Desktop/unnamed-compile.map'
and then i get a .map file on my deskotop
but i need it to be .bsp to be able to play it.
#17406 posted by Naitelveni [91.153.6.110] on 2016/10/31 21:19:33
what now?
#17407 posted by Naitelveni [91.153.6.110] on 2016/10/31 21:20:47
ive downloeaded 4 different mapeditors for quake and non of them are very user friendly and the resources on the interent are limited on this subject.
#17408 posted by negke [31.18.51.150] on 2016/10/31 21:25:23
#17409 posted by mukor [66.87.77.37] on 2016/10/31 21:27:38
Trenchbroom comes with documentation on how to compile.
#17410 posted by mukor [73.94.119.166] on 2016/10/31 21:34:25
http://www.celephais.net/board/view_thread.php?id=61211&start=574
View this thread for the most recent compiling tools.
These are the files youll need to add to the compile screen on Trenchbroom, below:
http://imgur.com/a/xI7zu
Above is the same screen used in the Help section thats included with Trenchbroom.
Please, read all the included documentation with these files and Trenchbroom.
#17411 posted by Rick [75.65.153.192] on 2016/10/31 21:44:30
If you have any understanding of folders, files, file extensions, and how to use Windows Explorer, then just use a batch file. Way easier in my opinion than all that gobbledygook in the wiki.
#17412 posted by Naitelveni [91.153.6.110] on 2016/10/31 22:27:52
im a mac user and i use trenchbroom
#17413 posted by Rick [75.65.153.192] on 2016/11/01 00:45:50
I'm sure there's Mac equivalents. It's basic computer stuff. The compiler programs are all command line types. You just type in the instruction and hit enter.
A batch file is just plain text, a kind of script, that runs the commands in sequence automatically. On Windows, it's easier if the map file and all the compiler programs are in the same folder. Also, the full path to the texture wad needs to be in the map file so bsp.exe can include the textures in the final .bsp file.
Sorry I don't know enough about Macs to help more. Maybe on a Mac it's easier to just get the editor to do everything.
#17414 posted by Baker [69.47.142.25] on 2016/11/01 02:29:23
I'm sure there's Mac equivalents.
Muahahahaha.
No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application and what you can do in no ways is a Windows equivalent.
On a tech site, some nerdy guy with Cheetos fingers would say "bash script" is like "batch files" ... except yeah, for a casual user those are nothing alike.
(Average Joe can make/edit/run a batch file because it was designed for the average guy to be able to do it. Average Joe needs 1 yr of education to make "bash script" because he is not intended knowledge-level a bash script has in mind.)
#17415 posted by Rick [75.65.153.192] on 2016/11/01 02:56:24
Really? I had no idea. The only time I ever used an Apple was in my college computer lab back in the 80s
 80s Apples Were Awesome!
#17416 posted by generic [66.87.122.133] on 2016/11/01 04:02:37
Beagle Bros 4 Ever!!!
#17417 posted by Mugwump [80.215.172.43] on 2016/11/02 15:55:48
No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application
Yet another slew of good reasons not to use Macs...
So, I've searched Quaddicted, Quaketastic and Google for MipDip, but no luck so far. Does anyone have a copy of it by any chance?
 Terminus
#17418 posted by Bloughsburgh [75.151.243.225] on 2016/11/02 17:01:24
 Awesome!
#17419 posted by Mugwump [80.215.9.158] on 2016/11/02 21:48:05
Thanks, Bloughsburgh. As a matter of fact, no, I didn't. I remember visiting this site once for other purposes but it didn't occur to me this time. Bookmarked.
#17420 posted by 4LT [129.21.121.208] on 2016/11/05 19:32:59
While I'd normally ignore a comment as derisive as yours (there is no need to bring down Frito-Lay's fine products), I am concerned about the misinformation you are spreading.
First of all, you claim there is "No ability to do command line parameters," yet in the same post you mention bash scripts. Bash is an interactive shell, it's how users interact with software, and it certainly provides users the means of supplying arguments. Now, where Mac falls on its face is with "apps" that require a special command in order to provide arguments to the program, but that's not an issue with compile tools because they're command-line utilities.
Second, writing shell scripts is no more difficult than writing batch files. Granted, the bourne shell and the bourne-again shell after it contain a dizzying number of features, but some things are actually easier to do in sh/bash than in a batch file. For example, "for loops" in cmd.exe are fairly useless if delayed variable expansion is not enabled, and it's not enabled by default; that has to be set before-hand as an extra step. But I'm getting ahead of myself; in its simplest form a shell script executes commands in sequence, just like a batch file. Both provide more features than just that, but their presence does not make writing scripts in either more difficult. The point is, you don't need to know all of bash's features just to write a script. The only way a shell script is more difficult is that its necessary to change permissions on the file to be marked as executable (chmod +x <script>).
Third, your description of "Average Joe" is oddly specific. "Average Joe" can use the command line, and "Average Joe" can write batch files, but when we start talking about bash scripts, now we're reaching outside Joe's capabilities. I'm pretty sure if Joe can do something with batch files, Joe knows what he needs to search for on google to find out how to do it in a bash script. It certainly won't take a year for Joe to do what he wants to do, and this is basically how I learned to do shell scripting. If I needed to know how to do something, I looked it up, and if I used any particular feature frequently enough it became stuck in my head.
Now, if you can provide me a batch file, I can try and show you a shell script that does the same thing (granted a difference in directory structure) that is no more difficult to write or understand. If I can't, I'll admit I'm wrong.
Gee, I really spent too much time on this post, I think I've gone full-Cheeto.
 Whoops
#17421 posted by 4LT [129.21.121.208] on 2016/11/05 19:56:25
Forgot to add @baker in the title of my last post. Also, I'm really sorry I strayed so far off-topic on this. I hope I didn't start a flame war in an on-topic board.
#17422 posted by mukor [73.94.117.165] on 2016/11/06 11:22:21
I made a knave brick breakable and got it running in my map.
Only issue is lighting.
http://imgur.com/1ENPUiW
the AD readme say: "It is recommended that all new bmodels be compiled with minimum lighting
using the following command line (tycompiler\light -light 150 %1) The light
value (150) should be changed to suit the location of the breakable."
I used a value of 100 instead of 100...is the "%1" a typo?
 Nvm
#17423 posted by mukor [73.94.117.165] on 2016/11/06 11:32:39
solved my own issue.
I had made two breakables and before reading the readme...i didnt use lighting.
after the readme, i only added lighting to one of them.
whoopsie.
also, forgot i set the breakables up to use both, thought they were to only use the one i had set up lighting for.
but, hooray. stoked for "custom" breakables!
 Mukor
#17424 posted by Qmaster [50.45.4.28] on 2016/11/06 13:47:37
What engine is that?
 Qmaster
#17425 posted by mukor [66.87.76.197] on 2016/11/06 19:44:57
Quakespasm
 @L4D
#17426 posted by Baker [69.47.142.25] on 2016/11/06 22:49:28
I really spent too much time on this post
If you want to be helpful ...
Then post a script + instructions on how to use to solve Naitelveni's Mac + TrenchBroom problems he stated above to compile a map, get it in his Quake folder and tell him how to use it.
#17427 posted by naitelveni [91.153.6.110] on 2016/11/07 01:01:14
guys, i cant even compile maps on windows, there is no basic information anywhere on how to compile maps, it tried to search everywhere. its like the fucking illuminati here....
#17428 posted by naitelveni [91.153.6.110] on 2016/11/07 01:05:47
if someone could make a very basic step by step tutorial on how to compile a map it would be awesome.
#17429 posted by [91.153.6.110] on 2016/11/07 01:11:47
why cant someone make a mapping tool that can automaticly export maps? just press export just like in photoshop or InDesign...
#17430 posted by ericw [108.173.17.134] on 2016/11/07 01:30:17
- Save your .map file in the quake/id1/maps/ directory.
- Extract the compile tools in that directory as well.
- Open a command prompt in that directory (see: http://stackoverflow.com/a/60914 ), and
enter the following commands:
qbsp.exe mymap.map
vis.exe mymap.map
light.exe mymap.map
- run quake, and at the console, type "map mymap"
#17431 posted by mukor [73.94.118.202] on 2016/11/07 01:32:30
http://www.celephais.net/board/view_thread.php?id=61211&start=574
Download the files in this thread. These are the tools you put into the compiler in Trenchbroom.
http://imgur.com/a/xI7zu
Copy this word for word, except for the file locations. Youll use the ones you downloaded above.
Take a look at all the documentation included with Trenchbroom and the Compiling tools. Theres some fancy stuff youll have to add to the parameters line for stuff like bounce lighting. Below are my current settings for a Full Compile. Notice in one of the paramters line i have "-bounce -bouncecolorscale 1 -extra4", read through the documentation with the compiling tools to make sense of these.
http://imgur.com/a/8tZn0
#17432 posted by khreathor [78.88.31.113] on 2016/11/07 01:35:22
On windows:
1) Basically download this compiler: tyrutils-ericw tools
2) And this GUI for compilation: ne_q1spCompilingGui103
3) Compiling with this GUI tool is self explanatory, but here are some settings I'm using atm: GUI - Settings
You should be able to figure out what is what.
Mac script should be trivial to write. If you take a look at the compiler's documentation, you should be able to do it yourself. If not, tomorrow I can see what we can do for you.
#17433 posted by Naitelveni [91.153.6.110] on 2016/11/07 02:13:37
"- Extract the compile tools in that directory as well. "
what are compile tools and where do i get them?
and do i install the compile tools inside id1/maps?
#17434 posted by Naitelveni [91.153.6.110] on 2016/11/07 02:13:37
"- Extract the compile tools in that directory as well. "
what are compile tools and where do i get them?
and do i install the compile tools inside id1/maps?
#17435 posted by mukor [73.94.118.202] on 2016/11/07 02:26:43
Weve linked the compile tools to you multiple times, but here it is again:
http://ericwa.github.io/tyrutils-ericw/
You can put them anywhere. Its best to put them in their own folder within your Quake folder.
http://imgur.com/a/xI7zu
I remember you saying youre using trenchbroom. this screen is exactly what youll enter in your screen. replace "Y:/Quake/Compilers/vis.exe" with the location of the tools you downloaded.
#17436 posted by mukor [73.94.118.202] on 2016/11/07 02:28:04
i should probably mention youll need to replace "Y:/Quake/Compilers/qbsp.exe" and "Y:/Quake/Compilers/light.exe" as well.
-.-
 Compile
#17437 posted by Bloughsburgh [71.61.61.77] on 2016/11/07 02:37:49
#17438 posted by naitelveni [91.153.6.110] on 2016/11/07 12:34:43
"qbsp.exe" is not recognized as an internal or external command, operable program or batch file
#17439 posted by [91.153.6.110] on 2016/11/07 12:49:16
#17440 posted by [91.153.6.110] on 2016/11/07 12:58:45
i have qbsp,light and vis in my id1/map/bin folder now what?
#17441 posted by khreathor [78.88.31.113] on 2016/11/07 13:45:40
1) Click on the plus to add proper actions;
2) Select qbsp, vis, light - like on the attached image;
3) Fill "Parameters" you want to execute - maybe first just copy what you can see on the screenshot...
4) Run compilation;
5) Let me know if compilation has succeeded, so we can move further;
Image for above instructions
#17442 posted by [91.153.6.110] on 2016/11/07 17:41:59
Nada, nothing happens
#17443 posted by mukor [73.94.119.42] on 2016/11/07 17:43:35
itd be REALLY helpful for you to include a screenshot of what you typed into the compiler in Trenchbroom and we can likely explain why it didnt work.
#17444 posted by [91.153.6.110] on 2016/11/07 17:44:38
#17445 posted by [91.153.6.110] on 2016/11/07 17:46:17
waht went wrong?
#17446 posted by Rick [75.65.153.192] on 2016/11/07 18:11:50
That's Windows 10?
If you shift+right click in an empty spot in the maps folder does it list an option to "Open command window here" ? If so, do it and type in the command manually.
qbsp.exe mapname.map
Make sure both the map file and qbsp.exe are in that folder.
#17447 posted by [91.153.6.110] on 2016/11/07 18:19:48
Rick! You are the man! I got my map to work!
#17448 posted by [91.153.6.110] on 2016/11/07 18:24:22
Also Mukor, khreator,ericw every one here! much love and thank you for your patience! now i can finally start working on my first project!
 There Are Spaces In The Paths
#17449 posted by SleepwalkR [80.153.248.211] on 2016/11/07 18:33:58
It's possible that TB cannot handle those properly. If that turns out to be the problem, please create a bug report.
#17450 posted by [91.153.6.110] on 2016/11/07 18:56:19
hey, i could run the qbsp.exe via command line but it doesn not incule the vis or light. Trenchbroom compiling still diesnt work. it just doesnt do anything.
#17451 posted by [91.153.6.110] on 2016/11/07 19:01:34
http://i.imgur.com/F6uZiZN.png
Here is a screenshot from my compiler and the paths where my qbsp vis and light are also the map im working on. i can run the qbsp via commandline but ofcourse it will not include any lights that i have added to my map.
 Yeah
#17452 posted by SleepwalkR [79.195.11.29] on 2016/11/07 19:05:09
As I said, it's likely due to the spaces in the paths.
 Treat It Like 3 Compilers
#17453 posted by Qmaster [70.195.88.164] on 2016/11/07 19:07:12
First run qbsp to compile the geometry and collisions.
Second run vis to compile the visibility calculations so the engine doesn't have to draw the whole map at once all the time.
Third run light to compile the lighting.
#17454 posted by Rick [75.65.153.192] on 2016/11/07 19:44:00
Make a batch file in the maps folder and run it the same way as I explained for qbsp.exe
qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp
Right click in maps folder and choose new text document. Call it makebsp (or something). Copy and paste or type in those 3 lines above but change mapname to your map's name.
Save the file then change the extension from .txt to .bat, there will probably be a warning about changing it, but just okay it.
Use shift+right click to open the command window and type makebsp and hit enter.
#17455 posted by [91.153.6.110] on 2016/11/07 20:15:05
http://i.imgur.com/DlOQflZ.png
i created a textfile and wrote all that in it. then ran the command window with makebsp. opened the map in quake and it did not draw the light i had put in the map.
 Quick Question
#17456 posted by Cocerello [213.60.80.32] on 2016/11/07 20:21:49
I remember that there is a way to turn every wall into white, maybe a cvar, but i cannot get to remember how, any idea?
#17457 posted by mukor [66.87.76.189] on 2016/11/07 20:45:49
It didnt draw lighting because you have a leak in your map.
#17458 posted by naitelveni [91.153.6.110] on 2016/11/07 20:50:45
Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking?
#17459 posted by mukor [73.94.119.42] on 2016/11/07 21:03:34
You should be able to do "File>Load Point File" in trenchbroom and head to the folder youre building your map in and find the .pts file with the same name as your map.
This creates a line on your map that will snake around the map and eventually point to your leak. You might have more than one leak, so you may have to load the point file after each compile until its solved.
#17460 posted by [91.153.6.110] on 2016/11/07 21:07:51
my trenchbroom only created a .map of my file and i dont have a .pts file anywhere. I ran the makebsp command line and it did not allow the usage of light and vis.
#17461 posted by naitelveni [91.153.6.110] on 2016/11/07 21:11:14
#17462 posted by [91.153.6.110] on 2016/11/07 21:30:36
my antivirus program was freakingout about vis and light XD now i have that also worked out!
#17463 posted by Rick [75.65.153.192] on 2016/11/07 22:54:30
At least there is progress. Now you should only have normal mapping problems.
When you build a map out of brushes there is an "inside" and an "outside". The inside is the playing area where the light and monsters and player belong. Outside is the "void".
Think of the "void" as water and the inside of the map is like a submarine, where the air is. You must use brushes to make sure the inside is completely sealed from the outside so that the water will not "leak" in.
 Cool
#17464 posted by ericw [108.173.17.134] on 2016/11/08 01:34:20
glad it worked out. I'm not sure what is causing the antivirus warning.
Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking?
They don't need to overlap, the brushes that form the outer boundary just need to seal tight (they should be snapped to grid).
It didnt draw lighting because you have a leak in your map.
light.exe should work fine with leaking maps, it will take longer to compute lighting though, and run a lot slower in game.
#17465 posted by Naite [91.153.6.110] on 2016/11/09 00:22:28
im really making good progress on my map and learning, i love how textures can be stretched, rotated and alligned in very fine detail. Triggers are pretty simple also (at the moment).
my map already has alot of lights and it and the compiling time is pretty high, about 10 mintes at the moment. is it normal to have such high compilation times?
 No
#17466 posted by Qmaster [70.195.92.73] on 2016/11/09 02:32:25
I usually have about 43 seconds for light using ericw's multithreaded tyrlight.exe. Although, I do have an 8-core 3.4ghz processor. Qbsp takes forever at about 2min. Vis takes like 5-10min. Depends on your map size and whether or not you have a leak.
 No?
#17467 posted by Mugwump [80.215.100.3] on 2016/11/09 02:48:03
Naite said compiling time is around 10mins, which is consistent with your 5-10min estimate for vis.
 10 Minutes A Long Time?
#17468 posted by Rick [75.65.153.192] on 2016/11/09 03:15:09
There's no way to say for sure without knowing what kind of computer it is, what the map is like, and what is used to compile it.
I can build the same map on two different machines and compilers and it takes almost 40 minutes on one to about 3 minutes on the other.
So, it depends.
#17469 posted by Mugwump [80.215.206.163] on 2016/11/09 07:02:17
The only certainty is that vis is usually a lot longer than bsp and light.
#17470 posted by naitelveni [91.153.6.110] on 2016/11/09 11:46:10
Thanks Mugwump! Its good to know that vis takes a long time.
Im very inspired by the videos by Custom Gamer in youtube, where usually Daz talk about cool maps. Im very impressed by the maps made by sock and i was wonder how do i create coloured lights, fog and a skybox?
#17471 posted by na [91.153.6.110] on 2016/11/09 12:53:17
ok, now i have a recursion on leaf 551. whats that all about?
#17472 posted by naitelveni [91.153.6.110] on 2016/11/09 15:15:14
now i fixed the problem i accidentally copied a bunch of bruches and sent them to the far corners of the void. :D
my map is a spacemap and its got alot of light entities in it along with brushes that are shaped as terrain. is that the reason my compiling is taking 2586 seconds. Visdatasize is 104036.
 Actually Easy Question
#17473 posted by naitelveni [91.153.6.110] on 2016/11/09 17:05:15
Hi i want to create a func_train.
I created a brush gave it an world entity property func_train and created entity path corner. how do i name target and targetname?
does the train have a targetname? or do i assign target name to the path corner entity (for examlpe traincorner1) and then give the func_train target (traincorner1.)
#17474 posted by naitelveni [91.153.6.110] on 2016/11/09 17:14:30
heres a screenshot of how i thought it would work.
http://i.imgur.com/Of019KP.png
 Extending/scaling Brushes Size In Certain Axis?
#17475 posted by NewHouse [109.240.97.214] on 2016/11/09 17:37:41
I know there is lifts/paltform, but is there possible to make brush that is like a floor but then rises scales up and is still locked to the floor level only the size changes? Because I have no any other idea how to make forces fields or force field floors like in this Metal Monstrosity by Sock. There is these yellow force field floors appearing after pressing some buttons. But that is not func_train?
 Door
#17476 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 17:44:12
Horizontal func_door?
You can always check the source of metmon and see exactly how Sock did it as well.
#17477 posted by Rick [75.65.153.192] on 2016/11/09 18:41:02
Space maps are usually pretty wide open and will take a long time to vis unless constructed very carefully. It's debatable whether anything more than vis -fast is worthwhile. Maybe if it has a lot of inside areas.
Func_train needs a starting target to move to. Give the first path_corner a targetname and use that as the func_train target. Give the first path_corner a target. Use the targetname of the next path_corner for the train to move to. And so on.
You can't make a door or platform that changes size. You make it as big as it needs to be, then place it down in the floor or whatever until it's used. Then it will rise when used and appear to "grow".
You could also just make a flat brush into a func_door that rises and lowers when triggered.
#17478 posted by [91.153.6.110] on 2016/11/09 19:18:06
Great success! thank you Rick! now i have a better understanding of triggers and trigger names, i also created a door that works with a trigger
 @Bloughsburgh
#17479 posted by NewHouse [109.240.97.214] on 2016/11/09 20:05:07
All I can think of is two func_trains or func_doors both placed inside walls/floors other sides waiting.. after pressing button, both of them moves to the middle where "lights touches" and that is what made that effect look so natural. So if this is the only way to do it, then shall be it since it works.
 Naitelveni
#17480 posted by Mugwump [80.214.65.26] on 2016/11/10 09:16:22
is that the reason my compiling is taking 2586 seconds
Again, it's impossible for us to judge your compiling times without knowing your hardware, software, and the size and complexity of your map. 15-20 years ago, maps could take days to vis. Yes, days! Things are much better now but it still takes some time. You'll never compile a map in the blink of an eye, unless it consists of one boxy room and not much else.
A skybox is a set of 6 textures named according to the sides of a cube: the Sahara skybox, for example, is comprised of sahara_bk.tga (back), sahara_dn.tga (down), sahara_ft.tga (front), sahara_lf.tga (left), sahara_rt.tga (right) and sahara_up.tga (up). They're to be placed in a \gfx\env subfolder, either in \id1 or in a mod folder. I know how to tell a map to use a specific skybox via an .ent file for Darkplaces, but a more knowledgeable mapper will be able to tell you the better, engine-independent implementation method.
Same with fog: I could tell you the .ent file method but that's not the better method, which I do not know. I've read that CZG used brushes as fog in his Honey masterpiece. Maybe you can study it to see how it's done.
Colored lighting comes in two flavors: .rtlights a.k.a. real-time lights achieve better results but are restricted to the engines supporting them, namely Darkplaces and FTE. .lit or .dlit files are more widely supported but have more limited possibilities and are not processed in real-time. RTlights are edited directly in Darkplaces (type apropos r_editlights in the console for a list of the various commands and their effects). A program called MHColour can generate .lits automatically but the results can range from good to very average depending on the map. You can edit .lits manually but again, you'll need the input of a more knowledgeable mapper for that.
#17481 posted by Mugwump [80.214.120.162] on 2016/11/10 09:41:53
As for leaf recursing, I've found something about it on this very old help page: http://www.quakewiki.net/archives/quakelab/vis.htm
Check the 4th entry in the chart. You might also find some use to the rest of this page (except the "editor" section, which seems to no longer exist). Not sure how much of it all is still relevant but I doubt it's completely useless.
#17482 posted by mukor [73.94.118.22] on 2016/11/10 09:48:22
Am I missing something? Both J.A.C.K. and TrenchBroom(which i believe is what hes using) have these options within the editor. first three pictures are Trenchbroom, the last one is J.A.C.K.
even QUARK had these in the editor.
http://imgur.com/a/BqHiG
#17483 posted by Mugwump [80.214.123.247] on 2016/11/10 09:56:15
Heh, like I said, "more knowledgeable mappers"... I'm still wrapping my head around the building phase.
#17484 posted by mukor [73.94.118.22] on 2016/11/10 10:01:40
Im wondering where you got the information to do it in that way. It seems like it might have been the way to do it back in the day, but its far from convenient now.
also, that troubleshooting guide might not work for him as its likely based on the original compilers. hes using tyrutils.
dont knock yourself. It doesnt surprise me you can edit them thru the .ent and .lit and such, but it just never crossed my mind to do it like that or that it was a way that people would teach each other anymore.
#17485 posted by Mugwump [80.215.247.39] on 2016/11/10 10:24:56
.ent files are still used a lot in Darkplaces and in fact, AFAIK it's the only way to add something in a map without having to de/recompile it. Basically, if the map is not yours and you don't have the source .map, you're stuck with .ent editing.
it just never crossed my mind to do it like that or that it was a way that people would teach each other anymore.
Which is why I've stressed several times that it wasn't the best method and that other, more experienced mappers would know the way. The guy had questions left unanswered, so I wanted to provide whatever rudiments of an answer I could muster.
 Fog In Quake
#17486 posted by Rick [75.65.153.192] on 2016/11/10 14:23:05
Fog is a key/value pair that is set in Worldspawn.
"fog" "n.nnn"
It ranges from 0 to 1. Lower values seem to look better, 0.5 is pretty thick fog.
You can set the color by adding an optional RGB value:
"fog" "n.nnn r.rr g.gg b.bb"
Fog can also be typed in as a console command, just leave off the quotes:
fog 0.25
#17487 posted by Rick [75.65.153.192] on 2016/11/10 14:36:01
If a skybox is used it must be in the correct location gfxenv which can be in QuakeID or in the game folder or inside a .pak file
The skybox will need to be set using a key/value pair in worldspawn:
"sky" "skyboxname_"
Note the underscore. The engine will find all the parts automatically. Sky can also be typed in as a console command, just leave off the quotes:
sky skyboxname_
Do not forget the underscore.
 Underscoring
#17488 posted by Bloughsburgh [75.151.243.225] on 2016/11/10 14:38:07
Do you need the underscore?
At least for AD I know that it is not needed to get the skybox to take effect.
#17489 posted by Rick [75.65.153.192] on 2016/11/10 16:01:16
I always figured the underscore was just used as a separator. Most skyboxes I've seen use it, but I don't think it's necessary.
Seems like if it's used you would need to include it, because the up dn rt lf stuff gets appended to the name when the engine tries to load the sky.
sky moonlit tries to load moonlitup moonlitdn, etc.
sky moonlit_ tries to load moonlit_up moonlit_dn, etc.
I've never really tested it out though.
#17490 posted by Mugwump [80.214.120.244] on 2016/11/10 18:10:15
I just did with a .ent file in DP: I removed all the underscores from both the .ent and the filenames and it works just fine, so I suppose it'll be the same in a map editor.
#17491 posted by Mugwump [80.214.69.181] on 2016/11/10 18:19:08
The names have to match though: you can't remove the underscore in the files and keep it in the worldspawn header or vice versa, but that was to be expected.
#17492 posted by Naitelveni [91.153.6.110] on 2016/11/10 21:07:36
Mukor, mugwump. Huhhuh, you guys make my head spin! Rick you come in with some really solid and answers.
- Darkplaces, i assume is an engine that runs quake, I my self use QUakespasm. It is both supported by windows and osX (im mapping with windows 8 because eric thought how to compile maps with windows but im really a mac user, i Have a 2013 imac)
All the scripts and coding jargon really dont help a novice like me at the moment unless you can tell me every single specific step that is required to take. IE "no.1 open trenchbroom" "no.1 click blaablaablaa.." etc.
Mapping and this message board has filled all my life with a strong impact, all my waking hours i think about mapping, and posibilities I can create and how to solve them. im insired and motivated! :)
- From a visual point I think coloured lights and a fog give a big boost to visuals. cold light and warm light create dyamic in spaces and fog creates a nice contract between distances.
My compiling time went way down when I scratched my project and started anew from the same kind of visual ideas i had, without using a space map consept. Im able to create the illusion of a larger world even without skyboxes at the moment but i still want to learn how to create them. In doom its so much simpler. At the moment my map concept is a darker, fantasylike world. i have also created func_trains to give my world more life.
My main challenge at the moment is lighting. This makes me constatly save, compile and run my map to know hot to create lights. i guess this element of mapping comes with more expirience.
still if you guys can give me concrete instructions on how to create fog and coloured lights it would help me in the future!
p.s. there is no heart on the emoticons!!! hahah, Im such a softie..
 Colored Lights
#17493 posted by Bloughsburgh [71.61.61.77] on 2016/11/10 21:50:30
To make a light colored you give a light entity the _color key and give it a value of the color you want.
Example:
Key: _color Value: 255 0 0
This would give bright red which you would not want to do in a map.
For colored lights, subtlety is usually the best practice.
Value: 255 225 225
Would give a more visually appealing red color which could be used to portray red stained glass windows or what have you.
#17494 posted by Mugwump [80.215.68.221] on 2016/11/10 22:00:24
Did you take a look at the pictures linked by mukor in post #17482? From what I can see in the first two pictures, fog and skybox are defined in the worldspawn (the very first entry at the top of your entity manager). The third picture shows you the color parameter in a light's properties. What more do you need?
 Color
#17495 posted by Qmaster [70.195.90.172] on 2016/11/10 22:26:23
If using 0-255 for the 3 values doesn't work (e.g. 255 255 0 for orange) then you may need to use 1.0 1.0 0 using values of 0 thru 1.
 Color Keys
#17496 posted by mfx [78.55.129.238] on 2016/11/10 22:29:54
color uses range 0-255
_color uses range 0-1
both are supported, don't mix them.
 Great Clarification, MFX!
#17497 posted by Mugwump [80.215.155.223] on 2016/11/10 22:40:27
Good to know.
#17498 posted by Naitelveni [91.153.6.110] on 2016/11/11 00:18:30
Mugwump, sry i missed it but now i opened it.
 Modifying Entities, Twice
#17499 posted by Preach [82.46.16.57] on 2016/11/11 01:00:05
.ent files are still used a lot in Darkplaces and in fact, AFAIK it's the only way to add something in a map without having to de/recompile it. Basically, if the map is not yours and you don't have the source .map, you're stuck with .ent editing.
An old tool called adquedit lets you embed a modified .ent file into a .bsp file without the need for recompiling. This has the advantage of working in all engines, but the disadvantage that you have to send a much larger file.
For a more esoteric way of editing entities in a map, see:
https://tomeofpreach.wordpress.com/2013/12/09/debugging-and-save-games/
#17500 posted by metlslime [159.153.4.50] on 2016/11/11 01:02:58
qbsp can update the entities in a bsp also, using -onlyents and a .map file. AFAIK .ent is just a renamed .map without any brushes.
 Thanks Preach & Metlslime
#17501 posted by Mugwump [83.202.135.195] on 2016/11/11 05:49:25
 One More Method
#17502 posted by Preach [82.46.16.57] on 2016/11/11 08:42:50
Once I used a hex editor to change the entities in L4D2 Dark Carnival versus finale, so that the survivors couldn't get to the stands, and had to fight on the stage like the rock gods intended. So if you're crazy then that option also exists, the entity block is just plain text in there...
#17503 posted by Rick [75.65.153.192] on 2016/11/11 14:41:21
I've used 0-255 for _color since I first began adding colored light and it works fine.
I standardized on only about ten or so different colors for consistency. As an example, all torches use one color, all lava another, etc. I have many custom textures which have light3_8 pasted in to serve as a light source and these all use the same color.
One advantage to this is if I decide to change a light color for some reason, it can be done easily by search and replace in a
Notepad++ or other text editor.
"_color" "255 240 224" > "_color" "255 192 208"
Not so easy to change the colors of thirty or more torches for example, if "color picker" or something has been used and all have similar, but slightly different values.
Using ericw's surface light is also a way to make mass color changes, as long as the light is associated with a certain texture.
#17504 posted by Naitelveni [91.153.6.110] on 2016/11/11 21:00:06
I used "_color" entity key and trenchbroom offered a colour picker. I made some tests and it all worked out very nicely.
 H E L P
#17505 posted by eman [90.197.149.253] on 2016/11/14 18:56:48
Sup chaps, I feel stupid for asking this but apparently I'm missing something.
I'm trying to make a trigger_push function like a jumppad in q3 (shooting the player vertically but slightly angled, maybe 5 degrees). However I don't know how to angle it upwards.
I'm using TB2, ty.
#17506 posted by mfx [92.230.143.39] on 2016/11/14 19:06:20
angle -1 is up
angle -2 is down.
#17507 posted by czg [213.113.209.223] on 2016/11/14 19:29:09
Though if you want it angled slightly you can set the angles key directly:
http://i.imgur.com/5SE5Oud.jpg
Not that it's "angle s" instead of "angle"
The first number of angles is the pitch. Note that you need to set it as negative to have it point upward. -80 is 10 degrees offset from straight up.
The second number is yaw. 270 is southward in the map.
The last number is roll and should be left at 0 since it does nothing.
#17508 posted by eman [90.197.149.253] on 2016/11/14 20:39:15
Perfect, thanks guys.
Unfortunately I assumed because the preview arrow doesn't seem to update properly (in TB2) that it wasn't working.
Now stop helping me and make more maps!
 Bounce / Radiosity & Phong Shading
#17509 posted by Naitelveni [91.153.6.110] on 2016/11/15 17:11:07
Hi guys,
Now that i have been introduced to the basics of mapping i've been busy designing my first map. Lighting the map and creating polished looking areas takes alot of time for me at the moment but its alot of fun.
I revisited Ericw's tytutils github-site, and i really like the Bounce / radiosity and Phong shading. How do i add the lighting to my map?
 Check
#17510 posted by Bloughsburgh [75.151.243.225] on 2016/11/15 17:18:26
Did you check the light section of Ericw's site?
https://ericwa.github.io/tyrutils-ericw/doc/light.html
I believe this has the all information.
 Naitelveni
#17511 posted by ericw [108.173.17.134] on 2016/11/15 20:02:47
For phong shading, just set the "_phong" "1" key/value on a func_ entity. If you have some regular worldspawn brushes that are not part of an entity, but you want them phong shaded, you can group them into a func_group or func_detail and then set that key.
To confirm it's working, do a compile with the "-phongdebug" command-line option for light.exe, the load it in the engine and enter "r_lightmap 1"; you should see something like this
For bounce: add "-bounce" to your light command line, or set "_bounce" "1" in worldspawn. There is a "_bouncescale" option to tune the brightness of bounce lighting, check the screenshots at: https://ericwa.github.io/tyrutils-ericw/
#17512 posted by Naitelveni [91.153.6.110] on 2016/11/15 21:48:55
So i do this in Trenchbroom?
set_ "_bounce" "1"
http://i.imgur.com/yoRxGaG.jpg
then to set the scale i type "_bouncescale"
 Yep That Should Do It
#17513 posted by ericw [108.173.17.134] on 2016/11/15 22:17:20
#17514 posted by ericw [108.173.17.134] on 2016/11/15 22:48:37
That looks like too many lights, especially if you're going to use bounce (which sort of gives you fill lighting for free).
Maybe try deleting some of those and adding some light sources that have a matching texture or a torch/flame entity
#17515 posted by mukor [73.94.118.230] on 2016/11/15 22:54:53
Youll probably want to completely redo all your lighting once you start using bounce.
give "extra" or "extra4" a try too.
I have it in my compiler settings, but you might be able to add it to the "worldspawn" like you did with "_bounce".
Note that when you do it in the compiler you use a dash(-extra) and when you do it in the worldspawn you use an underscore(_extra)
were you ever able to get the trenchbroom compiler working, nait?
#17516 posted by Naitelveni [91.153.6.110] on 2016/11/15 23:19:46
Holy moly i got alot more light now, and its alot smoother! i redid all my lights, its alot simpler to do lighting now that i have the bounce on! I dont get those nasty deep dark areas that used to fill most of my map or thos over burned highlights, its so much softer!
I never actually got the trenchbroom compiler to work. I also gave up on it once i got Ericw's method to work (terminal).
I was watching Custom gamer once again while doing my map, this time a map by MFX and it made me want to play the map rather than just watch the map narrated by Daz's lovely voice (haha, but he does have a nice voice). So im trying to install Quoth, I have it in my folder Quake/quoth and in it the pak0.pak, pak1.pak nad pak2.pak. here is the problem where do i put the commands: -hipnotic -game quoth? In the console of quakespasm? They didnt work there..
#17517 posted by ericw [108.173.17.134] on 2016/11/15 23:32:48
You're on macOS right? When you double click on quakespasm.app you should get the launcher, put "-hipnotic -game quoth" in there. e.g. http://i.imgur.com/WkH2FoH.png
#17518 posted by Naitelveni [91.153.6.110] on 2016/11/15 23:37:41
ericw, im actually on windows because you gave me instructions on how to compile in windows.
#17519 posted by Naitelveni [91.153.6.110] on 2016/11/15 23:38:36
i know that the mac app gives those commands on start but the windows one doesnt.
#17520 posted by ericw [108.173.17.134] on 2016/11/15 23:43:04
Ok, cool. Spirit made a gif of how to add command line args on windows :)
he's using fitzquake.exe in that example but that procedure will work with any engine including quakespasm
#17521 posted by Naitelveni [91.153.6.110] on 2016/11/15 23:54:19
Thanks!
 Now Add Dirt!
#17522 posted by mukor [73.94.118.230] on 2016/11/16 00:01:45
#17523 posted by Naitelveni [91.153.6.110] on 2016/11/16 14:23:39
I played the mapjampack7, the first map was visually stunning and so was the starting room. The second map bugged out, i couldnt get out of the zombie room once all the zombies were dead. The fourth map where the elevator goes up crashed once i left the elevator. XD
but really solid efforts by all the mappers!
 Jam7 2.2
#17524 posted by Bloughsburgh [75.151.243.225] on 2016/11/16 14:37:31
Naitelveni,
Make sure you install the Quoth patch (2.2)
This is will most likely be the cause of any issues you encounter.
https://www.quaddicted.com/filebase/quoth2pt2patch.zip
#17525 posted by khreathor [78.88.31.113] on 2016/11/16 15:41:46
For me Map Jam 7 become more like a disaster than success...
Most people never upgraded to Quoth 2.2 and because of that, few maps doesn't work at all, mine is broken. Not working map is a less of a problem imo, because you can definitely see something is not right.
My map starts just fine, but it breaks after a first minute. Most people noclip through the door and they continue with broken vending machines = not enough health or ammo. Few of them just quit after they see doors are broken. They just see this map as a broken piece of shit.
[...]
After they discover that other maps don't work, because of outdated Quoth, they update and never go back to my map. They:
a) don't want to waste their time to check out if that was a problem;
or
b) don't know that outdated Quoth was a problem and they blame me.
This happens in 80% of cases with this pack.
Hopefully retro jam map will work flawlessly, otherwise I quit this shit, lol ;D
 Khreathor
#17526 posted by Qmaster [70.195.86.100] on 2016/11/16 16:23:32
Lol hey maybe that was just me ok. No hard feelings. The jam didn't specify to use the latest version of Quoth so it's not on you.
Incidentally, it bundled Quoth with it did it not? Did it not bundle the right version? At work so can't check.
#17527 posted by khreathor [78.88.31.113] on 2016/11/16 16:49:29
Original package has Quoth included, but Quaddicted one is repacked with Quoth stripped from it.
 Mappack7
#17528 posted by Naitelveni [91.153.6.110] on 2016/11/16 18:17:25
Oh shit! Now i really need to get the mappack to work properly, i feel bad after hearing that! It all looked really nice.
Is there a thread on upcoming mappack jams and how to give maps for review?
P.s. If i dont get maps, mods, editors, scripts to work properly its because im a noob! :)
#17529 posted by Mugwump [80.215.171.8] on 2016/11/19 02:33:12
Is there a thread on upcoming mappack jams
Not a general thread, no, but there should be one for each Func_ jam.
 Ericw Hint Brushes
#17530 posted by foogs [72.174.81.198] on 2016/11/19 19:10:28
#17531 posted by ericw [108.173.17.134] on 2016/11/19 20:10:42
DarkPlaces can render the BSP portals with r_drawportals 1. This gives a visualization of how space is split up into BSP leafs, and should show whether the hint brush is working. I don't think Quake mappers have used them much.
 Trencbroom 2.0 Q2 Map Compile
#17532 posted by Flesh420 [24.210.33.44] on 2016/11/20 06:14:04
I'm trying to compile my q2 map with Trenchbroom 2, using qbsp3, qrad3, qvis3, and I get error: "Execution of command 'C:\name\etc\etc\ failed (error 740: the requested operation requires elevation.)"
What does that mean and how do I fix it?
One thing, I've never really known what parameters to use for map compiles, and have always just wung it, usually resulting in fine luck. So I'm thinking it might have something to do with that.
Any help would be appreciated.
#17533 posted by Flesh420 [24.210.33.44] on 2016/11/20 07:01:27
^^
Also I'm using Win10.
#17534 posted by mukor [66.87.76.84] on 2016/11/20 07:27:32
Share a screenshot of your compiler settings. Might be all we need to figure it out for ya.
 Screenshot
#17535 posted by Flesh420 [24.210.33.44] on 2016/11/20 15:07:35
#17536 posted by Flesh420 [24.210.33.44] on 2016/11/20 15:12:04
 One Thing To Try
#17537 posted by SleepwalkR [79.195.9.195] on 2016/11/20 15:40:37
Is to use a path without spaces in it. Spaces in paths are notorious for causing trouble. But in this case, it looks more like a permission problem.
 Also Google The Error Message
#17538 posted by SleepwalkR [79.195.9.195] on 2016/11/20 15:43:11
#17539 posted by Flesh420 [24.210.33.44] on 2016/11/20 16:48:23
Ok I no longer get the error, but nothing compiles. It spits: #### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qbsp3.exe -gamedir H:\Quake2\baseq2 test.map'
---- qbsp3 ----
************ ERROR ************
Unknown option "-gamedir"
#### Finished with exit status 1
#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qrad3.exe -v'
----- Radiosity ----
8 threads
************ ERROR ************
usage: qrad [-v] [-chop num] [-scale num] [-ambient num] [-maxlight num] [-threads num] bspfile
#### Finished with exit status 1
#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qvis3.exe -fast'
---- vis ----
fastvis = true
************ ERROR ************
usage: vis [-threads #] [-level 0-4] [-fast] [-v] bspfile
#### Finished with exit status 1
Is this a Trenchbroom bug or me?
 The Parameters Are All Wrong
#17541 posted by SleepwalkR [79.195.9.195] on 2016/11/20 18:27:40
 Re: Problem With Corrupted Map File
#17542 posted by stevegalaxius [173.46.250.166] on 2016/11/21 20:51:43
i just had this problem with the map i've been working on in trenchbroom, it's the same issue i think. How did you fix it? not sure what you mean by 'zero the nans' or what you used to fix it. a hex editor?
 Teleporter
#17543 posted by Naitelveni [91.153.6.110] on 2016/11/21 22:12:12
Hi guys! How do i make a teleporter in trenchbroom?
I made a brush and gave it a "classname" "trigger_teleport" set the "target" to "abc"
then i created a brush with the "classname" "teleport_destination" and gave it "targetname" "abc"
http://i.imgur.com/gz4Ys2g.jpg
It doesnt work!
how do i really make a teleporter.
and a followup question. how do i make a monster teleporter?
#17544 posted by skacky [90.0.192.186] on 2016/11/21 22:16:24
The entity you're looking for is info_teleport_destination and it's a point entity.
And for monster teleport, put one around a monster and give it a name, then trigger it (with a func_button or a trigger_once for example).
 Teteeterttreteter
#17545 posted by xLarve [194.6.196.253] on 2016/11/21 22:55:42
trigger_once -> teleport -> info_teleport_destination. In special room place monster in teleport. Voila!
 Skaky
#17546 posted by Naitelveni [91.153.6.110] on 2016/11/21 22:59:42
I created a path corner entity and gave it the "targetname" "abc" and gave the teleport the "target" "abc"
its worked.
But i couldnt get the monster teleporter to work properly.
#17547 posted by Naitelveni [91.153.6.110] on 2016/11/21 23:03:31
http://i.imgur.com/pKWhdok.jpg
personal teleporter works just fine but monsterteleporter doesnt. xLarve, you need to give me more basic instructions than that.
#17548 posted by skacky [90.0.192.186] on 2016/11/21 23:06:13
It's very simple:
Put a monster somewhere, preferably in an unreachable room.
Put a trigger_teleport around it, give this trigger_teleport a name and target an info_teleport_destination so your monster can get teleported.
Put a trigger_once somewhere in your map and target the trigger_teleport.
Once you cross your trigger_once the monster will teleport to the designated info_teleport_destination.
 Teleport
#17549 posted by Bloughsburgh [71.61.61.77] on 2016/11/21 23:06:22
You do not use a path corner for the teleport target.
Use info_teleport_destination point entity.
This is what needs to be targeted by the trigger_teleport.
#17550 posted by Naitelveni [91.153.6.110] on 2016/11/21 23:18:45
Great success!
 How Do I Create This?
#17551 posted by Naitelveni [91.153.6.110] on 2016/11/21 23:28:52
Heres my idea for an encounter in my room. You shoot a button to lower a lift that contains a silver key, shooting the button teleports a bunch of enemies to you to deal with and the lift lowers down very slowly.
#17552 posted by skacky [90.0.62.48] on 2016/11/21 23:33:15
Just give your lift and your few trigger_teleport the same targetname, and have the func_button target them. Obviously each trigger_teleport will have to target a different info-_teleport_destination, otherwise you'll get telefragged monsters.
#17553 posted by Naitelveni [91.153.6.110] on 2016/11/21 23:37:46
Thanks skacky!
how do i create the lift so that it only goes down once and does not return back up once the player walks ontop of it?
#17554 posted by skacky [90.0.62.48] on 2016/11/21 23:41:17
You can make it a func_door with a down angle and with a wait value of -1. It opens and stays open. You'll need to calculate a proper lip value to get it to lower exactly where you want it though.
#17555 posted by Naitelveni [91.153.6.110] on 2016/11/21 23:53:00
The door angle is now set for the horizontal plane, how do i set it vertically? So it will go from top to bottom.
#17556 posted by skacky [90.0.62.48] on 2016/11/22 00:01:16
Set the angle value to -1. -2 is up.
 Exporting Maps To A BSP Format In Trenchbroom
#17557 posted by TyrantFromHell [2.221.91.224] on 2016/11/22 00:14:43
Okay, Just Downloaded Trenchbroom And Already... Alright? At It But I Have One Problem. When I Save A Map It Saves As A .map File, Normal But How Do I Make It A .bsp File Im Looking For A Export To BSP File Button But Cant Find One Please Help.
P.S. I Think I Look Like An Idiot XD
#17558 posted by Naitelveni [91.153.6.110] on 2016/11/22 00:15:14
Its all working very nicely now, thanks.
What would i do if i wanted to make like an arena type of situation where the enemies would appear in waves, lets say in 10 second intervals.
I could make the arena so that there are multiple platforms, the slowest one has the key and faster ones have health and ammo pickups! >:D
holy moly my map is going to be cool!
#17559 posted by skacky [90.0.62.48] on 2016/11/22 00:25:26
You'd have to use a bunch of trigger_relay for that, with a delay value of 10. Each trigger_relay would target a few trigger_teleport.
 TyrantFromHell
#17560 posted by Naitelveni [91.153.6.110] on 2016/11/22 00:27:19
1. For exporting map into .bsp download this into your computer: https://ericwa.github.io/tyrutils-ericw/
2. then extract them inside your id1/maps folder
3. Create a text file inside your mapsfolder and type this in the text file:
qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp
4. save the text file mapname.bat
5. now open maps folder in windows and press down shift, then right click. Select command prompt and type in mapname
this will "compile" the map.
6. start quake and in console type: map mapname
 TyrantFromHell
#17561 posted by Naitelveni [91.153.6.110] on 2016/11/22 00:28:35
oh yes and remember to save your map inside the maps folder!! :)
#17562 posted by Naitelveni [91.153.6.110] on 2016/11/22 00:30:40
Skacky, Do i set trigger_relay inside trigger_teleport?
 Huh
#17563 posted by skacky [90.0.62.48] on 2016/11/22 00:35:52
Why would you do that? The trigger_relay entity doesn't physically exist in game, you can put it anywhere you want as long as it's not out in the void (in which case your map will leak).
 Skacky
#17564 posted by Naitelveni [91.153.6.110] on 2016/11/22 00:41:03
I thought it was an attribute i give to the trigger_teleport. Im still very new at mapping.
#17565 posted by skacky [90.0.62.48] on 2016/11/22 00:43:43
Ah, I misunderstood. No, the trigger_relay is a separate entity entirely (it's a point entity).
 Ermahgerd!
#17566 posted by Naitelveni [91.153.6.110] on 2016/11/22 00:47:13
Skacky, you are the best!
it worked perfectly!
#17567 posted by Mugwump [80.215.15.210] on 2016/11/22 04:23:36
P.S. I Think I Look Like An Idiot XD
Nope, only like a n00b. However, Capitalizing The Initials Of Every Single Word Is Indeed Pretty Idiotic, so you may want to refrain from doing that... ;)
 Teleport Target
#17568 posted by Qmaster [70.195.87.203] on 2016/11/22 16:26:02
Incidentally, you don't have to target an info_teleport_destination. So long as the target is a point entity, you can target it.
For instance, you could have a room with no ammo and a button. Run past the enemies and push the button. Then have teleporters target each of the enemies and telefrag monsters on top of them to kill all the monsters. Yes monsters can act as a teleport destination. Heck you could even use a light as a teleport destination.
#17569 posted by Naitelveni [91.153.6.110] on 2016/11/23 17:41:53
Hey, i just realized that in quake you use keys only once, so now i need to create a door that opens with delay. My first attempt was to create a trigger_relay with the delay "45" and then target the the door.
It did not work. How do i create this scenario?
for recap:
-I have button that has target: A
-Targetname:A are the platform that lowers(carrying the key), teleport that instantly teleports 5 zombies in different locations, Trigger_relay that has delay of 10 that releports a shambler and another trigger_relay that spawns 5 knights after 15 delay. This all works nicely but the door does not work.
P.S. Also a more embarresing question about my rash downstairs, no im kidding the embarresing question is: how do i create a shootable button?
 Button
#17570 posted by Bloughsburgh [75.151.243.225] on 2016/11/23 17:46:21
For your last question:
Give a func_button a key called "health" with a value of "1" or whatever amount of damage you want it to endure before activating.
#17571 posted by [194.6.196.253] on 2016/11/24 10:20:45
Naitelveni, for example - im opened map e3m7 - secret level- this is small and good map - and there is monster which teleported.
each mosters placed in seperately very small rooms. In rooms placed unique trigger_teleports with connecting for each yourself unique info_teleport_destination. Make trigger_once - connect it to trigger_teleports
#17572 posted by xLarve [194.6.196.253] on 2016/11/24 10:22:16
trigger_teleport must be covered monster - thats he ccan run out from trigger_teleports field
#17573 posted by [194.6.196.253] on 2016/11/24 10:22:42
*cant
 Motivation
#17574 posted by Bloughsburgh [71.61.61.77] on 2016/11/24 16:32:26
Question: How far along have you gotten before giving up on a map before? My previous map in a similar style was/is quite long at this point, with a lot of effort put into it (months). But i've lost my motivation to work on it recently
I have pulled the plug on numerous map attempts because of not being able to visualize what the map could become. Unlike Giftmacher, I find I need to see finish pieces of my map in order to gain drive to continue. He is right when it comes to base layout being not fun (at least for me) but levels need building blocks so the fun content/details can be contained within!
So far, I have released two jams and one personal-no deadline map (The hardest to complete IMHO). and it looks like I will complete my 2nd one...although there is still more to go. I am 50% complete with the layout but of that 50% there is light detailing, lighting, texturing, and even gameplay elements already present. This gives me a feel for the map and the motivation to keep going. Basically, if I go and test my map and I say: "I like this!" then I know I am on track.
Iteration is key, if you worked for days on a single uber hallway you don't want to even consider moving or removing it. You may work around it but never realize the actual mapping block is that hallway! A little bit ago I posted that I deleted 75% of my map and it was good for my map's life because of it. That 75% cut is actually now the map I am currently sharing in the screenshots thread.
I think I decided to go long here because I hate to hear you have been working for months on a project (That looked really nice btw!) and want to call it quits. I think you should continue on that map and either shorten the layout or considering iteration to see if motivation comes back. Either way, at least you gained more techniques from it.
TL;DR
I need to actually see my map in action (Detail, lights, textures, theme) in order to retain drive. Try laying out single sections at a time then giving it the works before moving to the next.
#17575 posted by Shamblernaut [121.45.234.64] on 2016/11/24 17:03:38
I give up on maps after a certain time because I realise that my vision for the map and my skills don't align.
Already it takes me a long time to map, but to map with the level of detail I want, it takes an extra effort.
Let me post an example screenshot of a map that is on hiatus:
https://dl.dropboxusercontent.com/u/108695968/Screenshot%20from%202016-11-25%2000-00-35.jpg
#17576 posted by Shamblernaut [121.45.234.64] on 2016/11/24 17:05:49
I plan on a whole city street with that style of building (and some more detailed).
The thought of the time consumed doing that is a bit... disheartening.
#17577 posted by Naitelveni [91.153.6.110] on 2016/11/24 17:43:09
I DID NOT ask about monster teleporter or delay for it. i ASKED about DELAY ON DOOR. :D
#17578 posted by Pritchard [121.214.144.108] on 2016/11/25 12:29:15
Does anyone know a good way to get chunks of gore/gibs into my map? I'm talking about either textures, or, preferably, how to use the stock gibs as models somehow. I'm using AD.
 Pritchard
#17579 posted by Bloughsburgh [75.151.243.225] on 2016/11/25 12:53:25
Gib models are found in ad\progs directory.
Plenty to choose from! ;)
#17580 posted by Pritchard [121.214.144.108] on 2016/11/25 13:27:39
Thanks, I thought it'd be simple. I also found a pile of bones :O
#17581 posted by NewHouse [109.240.57.84] on 2016/11/25 17:41:24
Just started visualizing map layout by drawing different layers of them to individual A4 papers. When putting them together and facing them against bright light, you will quite easily to see how certain areas could be stacked together. The most common problems with 3d designs is that height can be overlooked when thinking basic layout.. since even basic layout is not just in one height layer.
#17582 posted by NewHouse [109.240.57.84] on 2016/11/25 17:49:14
Unless if you actually create map that doesn't have different heights*
 Finding Unkilled Monsters
#17583 posted by ericw [108.173.17.134] on 2016/11/25 23:10:51
Recently I had to track down some un-killed monsters. Here is a hacky way of doing that (maybe there is an easier way?):
1. make a save when you've killed 298/300 monsters or whatever.
2. open the save in a text editor, I used VS Code
3. go to edit->find, and paste this in as the search query, and enable regular expression mode (the .* icon in VS Code):
classname" "monster_[^}]*\n"health" "[1-9]
That searches for monsters with positive health. The [^}]* bit skips 0 or more characters that are not the closing brace. Not exactly sure why the \n is needed.
 Motivation
#17584 posted by madfox [84.84.178.104] on 2016/11/25 23:59:29
first map - a week
second map - a month
third map - three months
fourth map - half year
fifh map - a year
last map - three years
next map - god, I love it!
#17586 posted by Bo Jank [24.210.33.44] on 2016/11/26 06:01:20
I've been trying to compile my quake map, made with Trenchbroom 1, and for some reason it's full-bright, and there's an error that says "Processing hull 1...
WARNING: No entities in empty space -- no filling performed
Processing hull 2...
WARNING: No entities in empty space -- no filling performed"
It's starting to piss me off because upon reading about it people say an entity might be too close to a wall or something, so I deleted all entities besides the spawn, and I moved that around, etc. Then I started a new map just to test things, and still the same result. But now instead of just that error the map's full bright for no real reason.
Does anyone know what would cause this?
The tools I'm using are Txqbsp.exe, Wvis.exe, light.exe. All just default params from neqsp1compiling gui.
 Any Reason Why You're Not Using Trenchbroom 2?
#17587 posted by Mugwump [80.214.25.248] on 2016/11/26 06:33:20
#17588 posted by mukor [73.94.117.222] on 2016/11/26 06:59:05
Im actually working on something to help new mappers compile maps with relative ease. Should be useful to advanced mappers once I do more work to it. Its batch file, so this is for Windows.
http://www.quaketastic.com/files/tools/Qompiler.7z
sorry for 7zip. shouldve used rar or zip.
"v0.25" is up on Quaketastic if you wish to try it out. Ill have a more in depth version soon.
This is designed to work with http://ericwa.github.io/tyrutils-ericw/, but will support other compilers in the future.
Im working on it as we speak so it might be the updated version by the time you get back here.
 Mukor
#17589 posted by khreathor [95.160.158.207] on 2016/11/26 11:06:36
Create small repo with it :D
#17590 posted by mukor [73.94.117.222] on 2016/11/26 12:18:34
https://github.com/muk0r/qompiler
v0.50 is up.
It'll show the settings for each compiling process(qbsp,vis,light) and let you set them.
Im trying to figure out how to have the user either write simple configs by hand or have the batch file save them.
I feel like if I can figure out how to use handwritten configs, its relatively close to figuring out how to have it save them.
#17591 posted by Bo Jank [24.210.33.44] on 2016/11/26 13:43:18
Hey that's a nifty tool.
The map compiles but it's fully bright. There are no leaks and it's only pretty much a square room.
This didn't used to happen.
#17592 posted by mukor [73.94.117.222] on 2016/11/26 14:06:43
Do you have any light entities in your map?
also, are you using the tools it links to in the readme?
 Yes
#17593 posted by Bo Jank [24.210.33.44] on 2016/11/26 14:15:15
yea I am.
And putting a light in the map fixed it.
I just wasted hours waving my fist at the sun, wondering wtf was going on lol.
#17594 posted by mukor [73.94.117.222] on 2016/11/26 14:24:15
Awesome! Happy the tool could help!
 Texture WAD Tools
#17595 posted by mankrip [189.25.102.143] on 2016/11/27 02:07:12
I'm having no luck when googling for a solution to this:
I've got a folder with several images in 32-bit color PNG format, to turn into textures. Batch converting them into TGAs isn't a problem, but I'm finding no way to automate the process of converting each TGA image into a MIP texture and packing the resulting MIP files into a WAD file. Fimg helps a lot when it comes to individual textures, but it doesn't perform batch operations and has a few usability quirks that doesn't make things easier when creating dozens of textures.
Is there no tool for this?
#17596 posted by Mugwump [86.212.92.238] on 2016/11/27 03:54:41
No idea about a batch tool (Wally is supposed to do that but it doesn't seem to work), but you'd better convert your images to 8-bit indexed to Quake palette before mipping or your submips can suffer some color corruption. It happened to me when working on my SinCity wad.
 Re: Texture Wad Tools Mankrip
#17597 posted by foogs [72.174.81.198] on 2016/11/27 03:54:54
http://www.moddb.com/groups/quakedb/downloads/texture2quake
Would something like that help at all? And I'm sure you are familiar with texmex / wally.
#17598 posted by Shamblernaut [121.45.234.64] on 2016/11/27 05:53:43
I've had some success using gfxgale and xnconvert
I know the GIMP has a scriptable plugin for batch stuff too.
 Qompiler V0.75
#17599 posted by mukor [73.94.119.10] on 2016/11/27 14:13:23
My little compiler is almost done.
http://www.quaketastic.com/files/tools/Qompiler.7z
You are now able to create and load configs that will save the values you set for qbsp, vis, and light.
Simply Extract the zip into a folder called "Qompiler". Put any .maps you wish to compile in the Qompiler folder and double click Qompiler.bat.
#17600 posted by mankrip [189.25.102.143] on 2016/11/27 16:21:30
foogs: Holy crap, texture2quake seems exactly like what I need.
I had actually forgotten about TexMex and Wally...
Mugwump: Corrupted submips aren't a problem for my specific case. Retroquad recreates all submips, and my need for WADs is mostly for map editor support, because the game itself is going to use external textures.
 Bsp -> Map Conversion
#17601 posted by JPL [82.234.167.238] on 2016/11/27 21:11:45
Hi all,
For some reasons I'd like to convert a bsp file into map file. Is there any tool being able to do that ?
Thanks a lot in advance
JPL
 The Aptly Named Bsp2map?
#17602 posted by Mugwump [80.215.10.39] on 2016/11/27 21:28:14
 Or WinBSPC
#17603 posted by Mugwump [80.215.42.64] on 2016/11/27 21:32:08
 Mugwump
#17604 posted by JPL [46.218.101.22] on 2016/11/28 08:52:59
Thanks
/me gonna check this, and re-post if not working ;)
 Qompiler V0.80
#17605 posted by mukor [73.94.117.225] on 2016/11/28 11:13:52
http://www.quaketastic.com/files/tools/Qompiler.7z
You can now choose what compiling tools(QBSP, VIS, LIGHT) you wish to run and these, along with the settings you choose for the tools, will be saved to a config that you can load on the next run.
Still some small hiccups in the script but everything goes fine. Ill spend the next couple days cleaning and reorganizing the structure of the script.
What compilers do you guys use?
Currently its set to run with tyrutil-ercw, but I'd like to put the descriptions/settings for a couple other tools as well.
Thinking of adding a feature to choose where you dump the compiled maps. Definitely want to add one to show the config names in a list.
 Overbright
#17606 posted by Bloughsburgh [75.151.243.225] on 2016/11/28 11:31:18
that forced me to turn RTworld off - this is becoming a trend among new maps lately
Any suggestion on how you preserve "RT lighting" on DarkPlaces? Is there a specific light setting that causes overbrights?
#17607 posted by Mugwump [80.215.41.77] on 2016/11/28 11:52:26
Dunno. Even if I have RTworld on without specific .rtlights files, I never encounter this problem with older maps.
Idea: I seem to remember having read that Tyrutils-ericw can generate .rtlights. Since some of you guys already provide .lits with your maps, I guess it wouldn't be too much of a hassle to also provide the .rtlights for us DP enthusiasts.
 RT
#17608 posted by Bloughsburgh [75.151.243.225] on 2016/11/28 12:46:28
If you can do some research/testing on how to provide .rtlights or what makes the overbright issue occur I would have no issue supplying/compensating one with my next release.
My only quibble is that if it turns out RT lights require certain light settings to not be used then I will not include it.
#17609 posted by Mugwump [80.215.161.182] on 2016/11/28 13:09:52
I'll look into it. Right now I'm focusing on my noir jazzy-industrial theme music for the Map Jam 8 repack, but as soon as I'm done with it I'll try to find some answers.
#17610 posted by Mugwump [80.215.10.122] on 2016/11/28 13:48:43
I just made a quick verification in Gotshun's new map and it would appear that these overbrights are caused by whacked out RGB values. Run the map in DP with RTworld on (you might need to adjust the lightmaps setting) and type r_editlights 1 in the console. You'll be able to see each light entity. You can select one by pointing the crosshair towards it and read its info in the upper right corner of the screen. Check normal-looking lights, they have relatively low color values like 1.54 1.35 1.19, for example. But the overbright ones are ramped up to 2 or 3 digits before the decimal point.
 Interesting
#17611 posted by Bloughsburgh [75.151.243.225] on 2016/11/28 13:59:21
That may explain why my retrojam did not have too much issue with RTlights considering I did not use colored lights at all.
I'll definitely make an attempt to compensate but no promises ;)
Thanks for looking.
 Another Overbright Scenario
#17612 posted by Mugwump [80.215.5.18] on 2016/11/28 15:15:18
I was playing Gotshun's (again!) "lost" levels (the secret level of episode 1, to be specific) when I encountered another cause for overbrights: several spotlights concentrated in a small corridor with normal RGB values but a high radius (350).
Thank YOU for willing to make your maps playable with RT lighting.
#17613 posted by onetruepurple [95.160.159.210] on 2016/11/28 15:41:36
Is there a specific light setting that causes overbrights?
Overbrights are not a bug that is "caused" by any setting. It is a feature of the original WinQuake that was restored in FitzQuake.
https://www.quaddicted.com/engines/software_vs_glquake#overbright_lighting
#17614 posted by Mugwump [80.215.33.69] on 2016/11/28 16:21:19
Yes, but we're talking about extreme overbrights here, that drown the surfaces in light to the point of annihilating details and even colors of the textures. I'm on my phone right now so I can't post a screenshot to show you what I mean.
 Mugwump
#17615 posted by ericw [108.173.17.134] on 2016/11/28 19:52:30
The only way maps will look good when run under RTLights is if mappers restrict themselves to the subset of light features understood by both the classic light.exe and RTLights, and test maps with both baked lighting and RTLights.
If I understand right, Darkplaces parses the light entities out of the bsp, ignores the lightmap baked by light.exe entirely, and then renders the lights at runtime, so you can get sharp, high resolution shadows (and shadows from moving objects)
 Yes
#17616 posted by Qmaster [50.40.206.103] on 2016/11/29 01:09:48
And it allows for overbright areas.
 Rtlights
#17617 posted by Spike [81.141.229.240] on 2016/11/29 06:34:00
@ericw
if someone provides an foo.rtlights file to override the mapper's lights then the mapper is free to ignore rtlights in their map. they can then provide that extra file if they care (which of course is extra work for an engine other than their beloved quakespasm, using tools that are poorly integrated and rather clunky).
and if they don't then yes, people who insist on using rtlights will get shitty lighting.
no bouncy light so it'll have dark corners. no ambient occlusion. etc. it'll probably look terrible. on the plus side, the parts that are still lit will look a little bumpier. because that's what matters, right?... *cough*
(rtlightless-bumps is what the .lux files thing was meant to be a solution for, though for DP they have to be renamed to .dlit or something, with these there shouldn't be quite the same 'need' for rtlights)
@mugwump
overbrights are a specific term around here that describes how the lightmap stores up to a logical cap of 2 rather than 1. what you're trying to describe would be better referred to as over-saturation.
realtime lighting has no such cap, which means it is MUCH easier to oversaturate thanks to each light's contribution being additive.
this can happen from either scaling a single light's colour multipliers up, or just placing a hundred lights in a smallish area, which happens a lot if a mapper wants to avoid dark corners.
Ultimately if a map doesn't have lights placed with consideration for rtlights then its just going to look bad, and you're probably better off without... its just a shame that its such a pain to reconfigure that stuff on a per-map basis. Sadly the dice have already been rolled in that regard.
 Over-Whatever
#17618 posted by Bloughsburgh [75.151.243.225] on 2016/11/29 13:20:41
Ah thanks for explaining it so well Spike. I knew the actual overbright was not the correct term but couldn't think of anything else to call it. Over-saturation is definitely what we are discussing here.
It basically looks like how I thought it would go...probably not going to happen from me. :)
 Help For Mapping In General?
#17619 posted by Newhouse [188.238.57.167] on 2016/11/29 13:21:06
I have been wondering, is there any tutorials or guides how to make 3d geometry, topology, architecture in Quake.. that works also in Darkplaces. Is there some principles or important facts about making rooms and such I have to keep in mind?
Does every vertex point needs to be connected to an another vertex point or what is causing these weird "I didn't know there was a brush and simple ignores drawing them". Time to time it works flawlessly and I don't experience any rendering issues, but sometimes it is something I can't even solve, even if I remake the whole area. I try to look everything in a vertex mode and spot every red triangles and try to do something to fix those spots.. but what am I exactly looking for. What is the actual core of my problems, that is something I would like to know.
In sake of not spending too much time fixing things afterwards, I want make maps that works right away. Simple saying don't do complex geometry doesn't mean anything, unless it is explained what is complex and what is not but still looks complex. Since people seems to make "complex looking" geometry, but that is not called complex? Is anyone else having problems with Darkplaces in general, so is the problem in our maps only or just in Darkplaces.
 Show Pictures Of What You're Doing And What's Not Working.
#17620 posted by czg [212.16.188.76] on 2016/11/29 13:35:26
What you're describing sound like something that shouldn't be happening at all.
 Will This Help?
#17621 posted by Newhouse [188.238.57.167] on 2016/11/29 19:13:32
Same thing happened in my jam 8, and I'm sure I made it really poorly or something. I thought this one was much cleaner when it comes to placing brushes etc. But Still there was moments when I saw some faces disappearing, when looking from different angle or staying in different position.
This time I didn't got any portal errors, but I'm still having these weird issues.
https://drive.google.com/file/d/0BwxYkKdSD855NkxXZGY3SjhMN2c/view?usp=sharing
 Darkplaces Lightmap Bug
#17622 posted by Qmaster [70.195.89.109] on 2016/11/29 19:21:07
What you are experiencing is the Darkplaces lightmap scaling bug that occurs when any one textured surface in your map has a scale other than 1.00 in either x or y. Darkplaces goofs up the lightmap in this case.
See here: http://celephais.net/board/view_thread.php?id=61211
Post number 466 is where it starts then ericw responds with a download.
This bug however should be fixed in ericw's tools after version 0.15.5.
 Full Vis? -Level4 -fast
#17623 posted by Newhouse [188.238.57.167] on 2016/11/29 19:59:56
Does it normally take very long time to calculate "full vis"? I use -Level4 and no -fast.. should should I use them both?
Yes, I'm using ericW tools*
#17624 posted by khreathor [95.160.158.207] on 2016/11/29 20:06:04
If VIS takes extremely long, it means you have some leaks or weird geometry.
#17625 posted by ericw [108.173.17.134] on 2016/11/29 20:19:18
Faces disappearing still sounds like the r_useportalculling 1 bug. Any DP user feel like reporting that?
 Khreathor@
#17626 posted by Newhouse [188.238.57.167] on 2016/11/29 21:34:10
If map is boxed with skyboxes, can there really be leaks at all? I understand if it is not, then it is possible that one corner might not be connected correctly.. using developer 1 in console doesn't give me any errors about leaks.. is there different commands to find those if there is any?
 Bsp2map / WinBSPC
#17627 posted by JPL [82.234.167.238] on 2016/11/29 21:49:13
None of them are working for what I want to decompile...
Igot nothing but an error message claiming it has a problem and that Windows will find a solution.. and that the program has to stop... my ass...
Anyone already tried such tool ? Any idea of what could be the cause ? Note that I tested that with simple maps, and it didn't fail, so it may come from the map I'd like to decompile... :(
 Newhouse
#17628 posted by Rick [75.65.153.192] on 2016/11/29 22:00:13
Quake is happiest with rooms and corridors. If you have large open areas vis can take a while.
 Jpl
#17629 posted by madfox [84.84.178.104] on 2016/11/29 22:16:53
I'm bizzy right now with an old map fron the Startrek Quake mod I recompiled it with winqbsp.
I end up with a load of useless poly's, but I can make a decent map of it by extruding the usefull ones.
I use winqbsp a lot for maps, it needs a bit tweaking to work well, but mostly lead to an effective result.
@JPL: - What goes wrong when you use winqbsp?
You can lead the map to convert, extract and script. Using convert brings up a map file, or breaks when the map has to complex geometrie.
I hardly had any case that it didn't work, only when tha author had scrambled the file.
Case is I still work with winXp.
 NewHouse
#17630 posted by khreathor [95.160.158.207] on 2016/11/29 22:28:38
What Rick said.
...and maybe don't do a box around the map. It will VIS all geometry inside, extremely increasing VIS time. Just place brushes like you'll do with normal sky. Skybox should work just fine.
 Do Not Just Box Your Maps.
#17631 posted by mfx [78.55.71.81] on 2016/11/29 22:48:26
Thats horribly wrong, bad practice and lazy too.
#17632 posted by Newhouse [188.238.57.167] on 2016/11/30 00:51:44
Ahem! Never said I would let it be boxed forever* I was more interested of these weird not drawing faces etc. I started layouting from the scratch, since I think it has something to do with how I made the castle's main hall area. BTW mfx how is your super professional non-lazy map project coming along.
 Box Along
#17633 posted by mfx [78.55.71.81] on 2016/11/30 00:54:27
i dont care about you.
 @mfx
#17634 posted by Newhouse [188.238.57.167] on 2016/11/30 00:57:34
It was sarcasm, and you don't need to like me.
 @mfx
#17635 posted by Qmaster [50.40.206.103] on 2016/11/30 02:10:16
Unless it's a coagula map then boxing it up is fine, but yes. Ahh many a day spent plugging up leaks to be saved by the box only to lose many more days waiting for compile time. Good times.
#17636 posted by Pritchard [121.214.6.61] on 2016/11/30 03:01:33
Y'all need to put some elbow grease into it. Don't build leaky shit and consider having the patience to fix it if you do. Maybe I'm just not architecturally adventurous enough, but I rarely get leaks in what I build because I pay attention as I go. And when I finish working on an area, I seal up the loose ends and find all the little nooks and crannies and plug them up.
Much, much better than waiting 'till the whole map's done. And not that hard to do!
 #17617
#17637 posted by Mugwump [80.215.130.233] on 2016/11/30 03:36:59
Thanks Spike for the detailed explanation and the vocabulary correction.
#17638 posted by NewHouse [188.238.60.159] on 2016/11/30 06:38:22
The thing is simple. I start playtesting right away. I am precise when it comes to finishing up areas, like you all what you would expext, sometimes I seal them right away and sometimes not, because I focus on gameplay and mood. Since I don't know what works and what not if I don't test it first.
If you are familiar with Unity/Unreal level design, you most likely do the same practice and it is the right way to it. So you ask why skyboxes? I don't seem to need them anymore it seems, but back then some older versions of those engines didn't liked to draw void and made testing out barebone layouts frustrating to look at plus it gave a lot of errors.
Now that I am more familiar with mapping, I can plan ahead a lot more, but I am not genious if you think I can create something just purely thinking about it and that works right away with testing. So sorry if I triggered mfx this time, but I will not change the way I test out things, since it is faster and wiser in the end. Only thing is, I need to be even more precise.
 Quake Texture Tool Works Great!
#17639 posted by xaGe [104.228.17.55] on 2016/11/30 07:42:40
This tool will batch-convert any PNG files in the current working dir to the Quake color palette and create a WAD2 file containing all converted textures.
https://github.com/maikmerten/QuakeTextureTool
 Nice!
#17640 posted by NewHouse [188.238.60.159] on 2016/11/30 07:51:20
 MadFox
#17641 posted by JPL [46.218.101.20] on 2016/11/30 08:47:39
For some reasons I lost the source file of one of my map, hence I'd like to recover the map file by decompiling the bsp file.
I tried WinBspC 1.4, and it failed. It is working with some other map, but no with the one I am trying to recover.
So even though I am on Win7, I set executable properties to execute the file as in winXP (one of the possible options in the properties of any executable file), so that is not the problem.
I am just wondering whether the bsp file has to much complex geometry for the tool, and in this case what are the options to recover.
Is there any other available tool with better capabilities, etc.. ?
 @JPL
#17642 posted by mukor [73.94.117.139] on 2016/11/30 09:14:31
Try and older version maybe. :shrug:
https://www.quaddicted.com/files/tools/winbspc12.zip
V1.2 is on Quaddicted.
Open up WinBSPC and go to Help > Help.
Read through the Help section. Namely Section 1. I believe No CSG would help if the issue is complex geometry.
#17643 posted by mukor [73.94.117.139] on 2016/11/30 09:34:26
also, what error are you getting when you decompile?
I just tried to decompile ad_swampy and got an error for the map being in BSP29 mode.
 Me Too
#17644 posted by JPL [46.218.101.22] on 2016/11/30 10:27:02
Got this message also.. tool is expecting a bsp v30, while the map is v29....
Need to retry in anyway.
#17645 posted by Naitelveni [91.153.6.110] on 2016/11/30 17:49:32
is there a way to find leaks in hte map? or do i just have to manually find them?
 In TrenchBroom
#17646 posted by Bloughsburgh [75.151.243.225] on 2016/11/30 17:54:02
When a leak is encountered from a compile, you can go to File > Load Point file and select your map.
Here a line will display and if you follow that line it should lead you to the leak. Of course a leak can happen for other reasons.
#17647 posted by khreathor [91.217.18.31] on 2016/11/30 17:56:57
First thing you want to do is to load point file. You can do this in editor or in game. It will show you where the leak come from.
#17648 posted by Naitelveni [91.153.6.110] on 2016/11/30 18:00:21
Thanks Bloughsburgh! i would have never found that leak on my own.
 @Bloughsburgh
#17649 posted by Newhouse [188.238.27.67] on 2016/11/30 19:42:07
Finally some good answers*
#17650 posted by Naitelveni [91.153.6.110] on 2016/11/30 21:40:58
Hey, Can i compile 2 maps at the same time?
Im compiling my main practice project at the moment and it will take me another 3 hours to compile.(i've been compiling for 4 hours now)
 JPL
#17651 posted by madfox [84.84.178.104] on 2016/11/30 21:45:36
Send the bsp to me, I can easily decompile it in seconds,
if the map is a clear bsp.
Use winbspc12 on winXP!
#17652 posted by Naitelveni [91.153.6.110] on 2016/11/30 21:46:12
The huge one?
#17653 posted by Naitelveni [91.153.6.110] on 2016/11/30 21:46:55
ups sorry
 MadFox
#17654 posted by JPL [46.218.101.20] on 2016/12/01 09:57:31
Thanks, but it is not needed anymore: I found by luck an old CD-ROM archive on which I put the complete QuArK project of the map I have been trying to decompile... :)
#17655 posted by Newhouse [109.240.39.212] on 2016/12/01 11:50:06
Thanks to someone how send me this link first time :
http://www.quake-1.com/wc16a-tutorial/
(btw one of the hardest things to google)
#17656 posted by Naitelveni [91.153.6.110] on 2016/12/01 12:41:39
Last evening i tried to compile my map and woke up this morning and it had compiled the map. it took 10 hours. I opened the map and at one point there seemed to be an invisible line that would push me into the void letting me see the whole map from a distance. Why did this happen?
#17657 posted by mukor [73.94.116.81] on 2016/12/01 12:59:03
What tools are you using to compile?
It really shouldnt be taking hours to compile.
#17658 posted by Naitelveni [91.153.6.110] on 2016/12/01 13:10:23
ericw's compiler
 Detail
#17659 posted by Bloughsburgh [75.151.243.225] on 2016/12/01 13:17:59
Do you have a very large open area of your map? Is the map entirely boxed in by a large cube brush?
Another thing to try is to select detail brushes (Like decorative columns, wall detailing, decorations in general) and make them into func_detail brushes.
This might help compiler time as well as 10 hours is very abnormal for what I presume to be a normal sized map.
#17660 posted by Naitelveni [91.153.6.110] on 2016/12/01 13:23:08
i have a huge outdoor area, i dont box my map and i do have some detail.
what about the void bug?
#17661 posted by Mugwump [80.215.164.65] on 2016/12/01 13:25:05
It really shouldnt be taking hours to compile.
If his computer is antediluvian, it might. What system are you working on, Naite?
#17662 posted by Bloughsburgh [75.151.243.225] on 2016/12/01 13:25:50
I am not sure about your issue with the void but that outdoor area may be the cause or at least a large factor of your compile times. Try to find more non-essential brushes to make into func_detail brushes. Depending on how huge, you may have to consider closing in that outdoor section or deal with the large compile.
#17663 posted by Naitelveni [91.153.6.110] on 2016/12/01 13:40:09
I have a 2013 imac 2.9 ghz with 8gb ram.
Os is Windows 8.
i have to make my outdoor area smaller. :/
its too bad that big areas affect the compiling time so dramatically.
 Func Details?
#17664 posted by Newhouse [109.240.39.212] on 2016/12/01 13:48:55
 Sacrifice
#17665 posted by Bloughsburgh [75.151.243.225] on 2016/12/01 13:49:59
Are you using -level 4 for your VIS? You could try just a normal VIS just to see.
You could also share your .map file for others to analyze and see what could be done.
That's entirely up to you though!
#17666 posted by Mugwump [80.215.33.179] on 2016/12/01 13:51:15
Or if you can cope with long compiling times, you might want to consider going with it: it's not often that we can enjoy large outdoors in Quake. I sure would like to see more of these.
 NewDetail
#17667 posted by Bloughsburgh [75.151.243.225] on 2016/12/01 13:59:30
NewHouse,
Yes that is a good example of using func_details.
Another way to see is if you select all of your func_details and hide them...is your map still able to fully VIS?
 Func_detail
#17668 posted by khreathor [91.217.18.31] on 2016/12/01 14:40:35
It's just ignored by VIS, but other than that it behaves as a normal brush, so collision etc. works the same.
Important thing is to not use them as main walls closing your map - VIS will get rekt this way.
 Thank You* Another Question About Func_Illusionary
#17669 posted by Newhouse [109.240.39.212] on 2016/12/01 15:07:27
#17670 posted by Newhouse [109.240.39.212] on 2016/12/01 15:09:35
To be honest this would be interesting way to show secrets.. but I guess it is not intended or have something to do with how engine draws them? I'm using Quakespasm in this case.
#17671 posted by Shamblernaut [121.45.229.244] on 2016/12/01 15:31:52
well that's uh.... not an intended feature.
#17672 posted by Rick [75.65.153.192] on 2016/12/01 16:16:40
I remember when GL Quake was new, if you played a map that hadn't been vised specifically with transparent water, you would see a similar effect. Looking through water, doors and other entities were visible when they shouldn't be.
#17673 posted by Newhouse [109.240.39.212] on 2016/12/01 16:30:25
Hmm.. it should be fully vised, no leaks etc. I use -level4.
 Is Your QuakeSpasm Up-to-date?
#17674 posted by Mugwump [80.215.41.177] on 2016/12/01 16:36:28
#17675 posted by Newhouse [109.240.39.212] on 2016/12/01 16:48:39
If it is 0.92.1 then it is up to date.
I tried to run it on Darkplaces too, and it worked just fine. In Quakespasm and Mark V (tested so far), I had these drawing issues.
#17676 posted by Naitelveni [91.153.6.110] on 2016/12/03 00:48:57
yes i use test level 4. How can i change the level? how will it affect the compile? i have not used detail entitys since im still a beginner. thanks for that tip!
im taking a small break from my main project because its getting too large and there are so many areas im not happy with. there will still be large outdoor areas but i will make them smaller.
 Easy
#17677 posted by madfox [84.84.178.104] on 2016/12/03 00:58:27
light.exe
-fast
easiest way, less calculate time.
-extra
Calculate extra samples (2x2) and average the results for smoother shadows.
-extra4
Calculate even more samples (4x4) and average the results for smoother shadows.
 Oops
#17678 posted by madfox [84.84.178.104] on 2016/12/03 01:01:28
I ment vis.exe.
#17679 posted by Naitelveni [91.153.6.110] on 2016/12/03 01:08:01
Quick question, i downloaded some skyboxes and renamed them from .pk3 to .tga
(https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html)
i placed the skybos in id1/gfx/env
in trenchbroom i gave world entity "sky" "sky-dragonheart_"
and nothing happened. What went wrong?
 Name
#17680 posted by Bloughsburgh [71.61.61.77] on 2016/12/03 01:43:47
Verify the name of the actual skybox files. Is it "sky-dragonheart_" or just "dragonheart_"
#17681 posted by Naitelveni [91.153.6.110] on 2016/12/03 02:10:39
 Directions
#17682 posted by Bloughsburgh [71.61.61.77] on 2016/12/03 02:13:58
I think there should be the 6 cube sides for the skybox files.
Like sky-dragonheartup_
"""down_
"""lf_
Can you open the pak and see if those files are contained?
#17683 posted by Naitelveni [91.153.6.110] on 2016/12/03 02:22:45
i dont know how to extract pk3.
can you send me a skybox file that i can test?
#17684 posted by Naitelveni [91.153.6.110] on 2016/12/03 02:23:39
i downloaded the skyboxes from quaddicted
https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
i think they should be 6 sided
#17685 posted by Naitelveni [91.153.6.110] on 2016/12/03 02:24:58
is there a texture that i have to give to a brush so i can see the skybox? like sky4
#17686 posted by khreathor [95.160.158.136] on 2016/12/03 02:44:30
#17683 - You should be able to open it with any zip extractor, if I remember correctly;
#17684 - Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation
===> The Kothic Skybox Compilation
#17685 - you have to use sky texture;
 @newhouse
#17687 posted by Baker [69.47.142.25] on 2016/12/03 13:38:28
That's probably caused by a lack of sorting by distance for entities with transparency.
FitzQuake 0.85 draws entities sequentially. DarkPlaces likely sorts everything by distance.
I might rewire transparent entities to draw by distance in Mark V, but I've more focused on a mirrors on func_illusionary request for pulsar ..
And tuning some optional effects video and updating the Mac build.
 Naitelveni
#17688 posted by negke [31.18.51.150] on 2016/12/03 15:11:14
The only important VIS options are -fast for a quick and inaccurate test compile, and -level 4 for a slow(er) and accurate final compile.
#17689 posted by Naitelveni [91.153.6.110] on 2016/12/03 16:10:50
you have to use sky texture;
What is a sky texture? i used both sk1 and sky4 and both of them wont display the skybox
#17690 posted by Naitelveni [91.153.6.110] on 2016/12/03 16:13:48
i got it to work now! :)
I copied a skybox from my Arcane dimensions folder and placed in my id1/gf/env folder and it doesnt matter what sky texture i use! im happy with the result now :))))
 Can Someone Explain Sun A Little!
#17691 posted by damage_inc [208.54.85.142] on 2016/12/03 20:28:37
I created a square room, I placed a pillar directly in the center, I set sunlight mangle to 270 -45 0
This way the sun in relation to my Top view in JACK is at the top(centered). I placed the player start in relation to the Top view at the bottom(centered).
Now when I load the map the pillar casts a shadow directly towards me, correct. Looking right, the wall has a shadow at a 45 degree angle down, correct.
But looking left the wall is completely dark. It doesn't match the right side wall which I thought it would.
What is going on?
If there is a sunlight basics link(besides ericw's descriptions) please post it, thanks.
 Reading This...
#17692 posted by damage_inc [208.54.85.142] on 2016/12/03 20:45:15
#17693 posted by ericw [108.173.17.134] on 2016/12/03 20:57:53
The sun doesn't have a position like a regular light entity, it's a "distant light source" so wherever you are in the map, the direction vector to the sun is the same.
So what happens is from each lightmap sample in the map, the tool traces a line in the direction to the sun, and checks if it hits a sky face.
With the "yaw" component of mangle at 270 I would expect 3 walls to be lit up.. but with light coming in perpendicular to two of the walls, the value of "anglescale" will determine whether they receive any light, if "anglescale" is 1, those walls perpendicular to the sunlight direction will be dark.
There's also the possiblity of a bug of course. mind posting a screenshot?
#17694 posted by damage_inc [208.54.85.142] on 2016/12/03 21:28:46
http://imgur.com/wwMXanr
And yes, the "back" wall I clipped thru is fully lit as well.
Oddly, the pillar gets lit the same way. Sorry it's not in the image.
Thanks for the reply
 The Pillar
#17695 posted by damage_inc [208.54.85.142] on 2016/12/03 21:44:48
 Thanks
#17696 posted by ericw [108.173.17.134] on 2016/12/03 21:58:54
Argh, that does look like a bug.. I'll look into it
 Using "2016-11-20 TyrUtils-ericw 0.15.9 Release"
#17697 posted by damage_inc [208.54.85.142] on 2016/12/03 22:19:02
I forgot to mention that.
 Sorry This Must Be Asked Multiple Times
#17698 posted by Newhouse [188.238.18.37] on 2016/12/03 23:00:16
I have tried to google and read guides, but couldn't figure out or make work some lighting techniques:
https://drive.google.com/file/d/0BwxYkKdSD855eGpsUFJCaDNPSUE/view?usp=sharing
 NewHouse
#17699 posted by ericw [108.173.17.134] on 2016/12/03 23:32:18
1. Classic light tools allowed regular light entities to shine through world sky faces, but my tool doesn't. One option: make the "Q" a func_illusionary with "_shadow" "1" and texture it with the "skip" texture. Omit the sky brush in the middle of your diagram.
2. yeah, this is something I just added in the latest version of my light tool 0.15.9. Just set "_shadow" "1" and "alpha" "0.5" on the func_illusionary window entity, for example.. tweak the alpha as needed.
3. spotlight or normal light will both work. A spotlight will only shine in the direction of the bars, whereas a regular light will iluminate behind / to the sides of the light entity as well. You'll want to make sure the light is bright enough, could try "delay" "2", and "light" "500" or "1000".
 Thank You For Your Quick Answers*
#17700 posted by Newhouse [188.238.18.37] on 2016/12/03 23:51:25
#17701 posted by Newhouse [188.238.18.37] on 2016/12/04 00:10:41
This might be stupid question, but is it possible to make brushes receive less brightness or less light. And in case 3) still having strong shadows but the light between bars is mild.
#17702 posted by mfx [77.180.113.49] on 2016/12/04 00:39:59
is it possible to make brushes receive less brightness or less light?
Yes, make the brushes a func_wall and give it the _lightignore 1 key.
Add minlight to have low light on those brushes.
 Thank You~
#17703 posted by Newhouse [188.238.18.37] on 2016/12/04 00:50:56
#17704 posted by ericw [108.173.17.134] on 2016/12/04 00:56:25
Depending on what you want.. you might want to just reduce the "wait" key (default=1). So 0.5 = the light reaches twice as far, 0.25 = reaches 4x as far, etc. This way you can have a light that is only medium brightness, but it still reaches far enough to cast long shadows
 Just Testing*
#17705 posted by Newhouse [188.238.18.37] on 2016/12/04 02:53:05
 This Link
#17706 posted by Newhouse [188.238.18.37] on 2016/12/04 02:53:37
 Newhouse
#17707 posted by Shamblernaut [121.45.229.244] on 2016/12/04 04:21:21
yeah, you might be able to use project textures to get a ground effect for those stained glass windows.
 Who Has A Long Memory?
#17708 posted by Shamblernaut [121.45.229.244] on 2016/12/04 05:27:33
I remember using a texture tool ages ago that had a "remove fullbrights" function. It would map those colours to their closest non-fullbright colour.
Does anybody know what tool this is?
 TexMex
#17709 posted by Bloughsburgh [71.61.61.77] on 2016/12/04 05:52:53
 Texmex Misses A Color (a Red?), IIRC.
#17710 posted by killpixel [174.48.226.83] on 2016/12/04 06:01:27
You could always open the palette in your editor of choice (photoshop, gimp) and remove the fullbrights and palettize the image that way.
 You Know What...
#17711 posted by Shamblernaut [121.45.229.244] on 2016/12/04 06:11:13
I feel like an idiot, I looked through texmex last night and couldn't find it.
of course it was in the adjust brightness dialogue.
 Light Color Selector In JACK, Missing W/ad_quake.fgd
#17712 posted by damage_inc [208.54.85.142] on 2016/12/04 11:34:40
Anyone know why that happens when I switch to the AD .fgd?
Happened with 1.42 and stayed with 1.5
If I switch back to ericw's .fgd it magically comes back. I looked thruogh both files to see if there was something I needed to add/remove but I didn't see what needs to be done.
 @Shamblernaut #17707
#17713 posted by Newhouse [109.240.126.85] on 2016/12/04 15:03:25
Thanks, I forgot how it was called.. so what I'm looking for is "project textures"?
 On Your Light Entity
#17714 posted by Shamblernaut [121.45.229.244] on 2016/12/04 16:38:46
_project_texture texturename
I know the quoth fgd has this property. You might be able to copy the relevant lines from there into the the ad / vanilla / other fgds that you want.
 Texture Path Or Just Texture Name?
#17715 posted by Newhouse [109.240.126.85] on 2016/12/04 18:35:21
I tried but couldn't get it project window01_3 texture, just normal light. I added _project_texture to my light entity that has target, it is spotlight. Also tried it for not spotlight, but didn't do what it should do.
#17716 posted by Newhouse [109.240.126.85] on 2016/12/04 18:36:43
I tried delay 0 and 2, value 300 - 600
#17717 posted by ericw [108.173.17.134] on 2016/12/04 18:45:29
_project_texture will only work if the texture is also used in the map somewhere. It takes a name like "window01_3".
Alternatively, try what I suggested in #17699 - set _shadow 1 and _alpha < 1 on the window with a light source behind it. Don't expect too much though, you'll just get a colored blur since quake's lightmap resolution is low.
 Yes, I Tried Exactly That
#17718 posted by Newhouse [109.240.126.85] on 2016/12/04 19:45:56
And there seems to be little changes in light map. Wasn't sure about the result, thanks for your help.
#17719 posted by Spike [86.180.169.167] on 2016/12/04 20:36:05
yeah, lightmap resolutions mean that any sort of projections will just result in a blur unless you can scale up the projected image at least 8-fold or so, which means it only really looks okay if the surface accepting the light is a long way away from the source. projections through skylights or something would work, but windows right next to the floor much less so.
if you're thinking of that screenshot I took ages ago now then that was using a map-wide lightmap scale of 4:1 (instead of 16:1).
if only lit2 was a real thing that was supported by more than one engine...
/me glares at qss omitting it...
 Non-Linear Level Design In Quake?
#17720 posted by Newhouse [109.240.126.85] on 2016/12/06 02:37:42
I have struggling a lot while doing non-linear layouts, since I don't seem to figure out right way to do it without confusing the player. How enemy placement is often made in non-linear maps, what are the best examples of good use of non-linear nature?
Does non-linear means you have alternative path to the same main main goals, or even side missions?, or entirely different paths to end? Can map be non-linear because of secrets or shortcuts that opens connections between areas, or is that kind a like "hidden" non-linearity that people don't see as an non-linear level design.
In socks maps if I remember correctly, he used multiple silver key paths, how did he managed with the enemy placement/spawning, is it possible to get 100% kills if choosing the one path over the other. Since I thought Quake players cares about completing the map 100%, that must be hard to make work in non-linear maps?
 Non-Linear
#17721 posted by Bloughsburgh [75.151.243.225] on 2016/12/06 13:27:14
Metal Monstrosity (or arcane) is a good example. If you choose to not look around and explore all of the various ledges, you can make out a pretty clear virtual path up the stairs to the gold key. Without exploring all of the nooks and optional sections however, you weaken yourself for the final battle. Player's choice.
Swampy has the main goal to get to the exit, but you can also hunt for secret tomes. Once you reach the exit, the entire level is up to you to freely explore. Even when the exit is reachable there could still be fights, rooms, weapons to collect. The Blood and Purple key doors are a good example of non-essential secrets. I love the ability to have custom keys in AD!
Interconnection also helps because one can approach a room from another angle...and from that angle reach a secret place that they saw from an opposing place. Just look at your current map and say to yourself: "What would you like to see in the map?"
 @Bloughsburgh, Thanks~
#17722 posted by Newhouse [109.240.126.85] on 2016/12/06 14:29:55
Custom keys?
Do they even have own unique models?
You mentioned "The Blood and Purple key", are those actually red and purple colored?
"Interconnection also helps because one can approach a room from another angle"
That also might create the situation, where you face enemies that are way too hard to beat with the current ammo/weapon situation. I'm planning having a couple secrets where you can get "Early Access Weapons", so in that sense maybe even having "Secret Paths for Early Access Weapons". At least that sounds nice on a paper.
And if you choose not to find secrets, you will use the default path and get weapons much later. But should there be separate path that isn't secret.. maybe that might be hard to create, if you face the same areas from the different directions you have to make fights more flexible closer to that main route.
 Purple
#17723 posted by Bloughsburgh [75.151.243.225] on 2016/12/06 14:43:14
Yep, there are numerous skins for different key colors and keycards. You can also make models be keys and have doors acknowledge them as such. Inspect ad_swampy, ad_crucial or ad_magna on their uses. (Although be sure to play through first!)
Your layout plan sounds right to me...that's how a lot of people do it with early access to weapons and such. The dilemma you posed is just another map design challenge! I'm still learning myself, I am doing the: "Main route is clear but you deviate from the path multiple times for goodies/secrets.
 Examine The Following
#17724 posted by onetruepurple [95.160.159.113] on 2016/12/06 15:10:08
The Ivory Tower
One Thousand Cuts
Slave to a Machine
Stark Monstrosity
Well of Wishes
I Don't Mind If Your Hands Are Cold (jam1_skacky)
And, of course:
The Necropolis
Gloom Keep
The Ogre Citadel
The Palace of Hate
 @otp, Thanks*
#17725 posted by Newhouse [109.240.126.85] on 2016/12/06 15:17:57
 Textures
#17726 posted by Naitelveni [91.153.6.110] on 2016/12/08 23:48:38
Hi guys, after a weeklong break from making my map im back at it again.
I feel like there are not that many textures in the vanilla quake. How do I add new textures in trenchbroom? what is the best resource to find new textures? What are the best regarded texturepacks out there. Daz talks about IK white and IK blue in his videos, where can i find those?
and last but not least how do i create my own textures?
#17727 posted by mukor [73.94.116.165] on 2016/12/09 00:03:10
Lots of textures are at:
https://www.quaddicted.com/files/wads/
Check out the knave texture set, as well.
https://www.quaddicted.com/files/tools/
Download Wally to help you make textures. Download TexMex to extract textures from .bsp files. Both tools do much more than just that, so look into the help sections and such as well.
 How To Add
#17728 posted by Bloughsburgh [71.61.61.77] on 2016/12/09 00:08:27
In TB2:
Face Tab, click show in the Texture Collections section at the bottom.
Click the + icon and select your chosen wad file(s)
In TB:
It's like Edit > Map Properties > and then select your wad(s).
Which one do you use?
#17729 posted by Naitelveni [91.153.6.110] on 2016/12/09 00:16:19
i use tb2
#17730 posted by Naitelveni [91.153.6.110] on 2016/12/09 00:23:15
Is there a specific folder i have to place the textures into?
#17731 posted by Naitelveni [91.153.6.110] on 2016/12/09 00:29:53
It worked! thanks Mukor and Bloughsburgh
 Func_detail
#17732 posted by Naitelveni [91.153.6.110] on 2016/12/10 16:11:09
So ive been doing alot of work on my maps, and im setting func_detail to details in the world, such as arcs and tiles that are broken etc. and it really brings down the vising time. Still I dont actually know what func_detail is.
What is it and when should it be used?
 Detailled Func
#17733 posted by madfox [84.84.178.104] on 2016/12/10 21:59:49
The func_detail entity is excluded from the compiler portalization phase and then becomes structural with collision afterwards. (@Sock)
It is simillar to func_wall, except the viscompiler shut out all func_detail entities you made. It should never be used for outside walls or walls that touch the void.
It could be possible to make a level with only hard core walls and full of func_detail ents.
Func_walls are entities and come with several issues. like OTP said, no shadows. Also, stock engines have limitations on edicts and models present in a bsp, so using lots of them (or in a larger map) can lead to needing to perform balancing acts if you want to stay under those limits.</> Scampie.
Func_details are not actually entities, despite being used like them in an editor. They are world geometry, and cut the world geometry as normal, but are not considered while calculating the PVS.
 Silly Question But I Have My Reasons
#17734 posted by damage_inc [208.54.85.182] on 2016/12/11 08:52:29
Is there any way I could make the Golem in Arcane Dimensions NOT fire projectiles when attacking the player?
Restrict him to melee attacks only?
 Func_detail Madfox
#17735 posted by Naitelveni [91.153.6.110] on 2016/12/11 22:51:26
Thanks for the reply madfox! :)
 No
#17736 posted by Qmaster [70.195.81.34] on 2016/12/12 02:03:48
Func_detail are not like func_wall. Func_detail can be used to seal the map. They are normal walls for all intents and purposes except compile time.
 _detail Is Structural? I.e. Can Be Used To Seal?
#17737 posted by killpixel [174.48.226.83] on 2016/12/12 02:11:01
are you sure?
#17738 posted by madfox [84.84.178.104] on 2016/12/12 03:50:15
func_detail & void?
>.<
#17739 posted by mukor [73.94.118.128] on 2016/12/12 08:05:28
I started a map in Valve texture mode. It was just meant to be a little test. Now its...huge and I wanna convert it to Standard...is this possible?
Even if its hacky as hell and I need to realign textures.
#17740 posted by mukor [73.94.118.128] on 2016/12/12 11:34:06
Scratch the last question...
http://imgur.com/r0QLDRz
anyone have any clue why when i do the "sky" cvar in quakespasm it says my sky is "moonrise_" but it doesnt match the one in my ad/gfx/env:
http://imgur.com/2B9tWlS
#17741 posted by PuLSaR [92.241.15.106] on 2016/12/12 12:28:24
your should specify the sky name in worldspawn
#17742 posted by onetruepurple [213.227.95.72] on 2016/12/12 13:00:54
It's the same skybox but obscured by fog.
#17743 posted by mukor [73.94.119.21] on 2016/12/12 16:21:05
OTP had it. Not sure why that didnt occur to me, thanks!
 Train Sound At Long Distances
#17744 posted by dumptruck_ds [168.161.192.15] on 2016/12/13 18:38:09
I have a very long train that acts sort of like a battering ram trap in my current project. Once triggered it travels from one end of a long hall to the other. The goal is for the player to ride atop of the trap. To do this the player must backtrack through a portion of the hall to get aboard. It seems as though the sound of the train emanates from the "front" of the brush. When that portion of the train is down the hall the train is basically silent to the player. Is there I sound setting that will allow the sound of the train to travel farther? It's not the end of the world but as the player is backtracking this giant battering ram is silent.
#17745 posted by Baker [69.47.142.25] on 2016/12/13 19:57:12
Sound cutoff is hardcoded into the engine.
Typically at a distance of 1000. DarkPlaces probably uses 1500.
If you change that number from 1000, some of the mappers get irritated because then you can hear thing you shouldn't be able to hear in some of their maps.
 Thx Baker
#17746 posted by dumptruck_ds [168.161.192.15] on 2016/12/13 20:20:08
I wonder then if I could put another train underneath or nearby out of view that generates the same sound. I'll have to experiment.
 Yes
#17747 posted by Qmaster [70.195.89.109] on 2016/12/13 22:28:50
Dummy trains should work so long as they are hidden inside a func_wall or a hollowed out wall. Are you using a particular mod? Some have support for triggered sounds or loops like hipnotic, AD, rogue, or Quoth to name a few that support it.
#17748 posted by Mugwump [80.215.47.135] on 2016/12/13 22:59:42
Maybe you could try to put several train sounds, evenly distributed along the length of your train. It would avoid extra brushwork and would sound more realistic.
#17749 posted by dumptruck_ds [168.161.192.15] on 2016/12/14 00:16:31
Qmaster no mods this time around, sadly I'm in vanilla Quake.
Mugwump - not sure I can do that as the battering ram is triggered by a button. I don't think you can trigger sounds on and off in vanilla Quake. (?)
#17750 posted by Qmaster [70.195.89.109] on 2016/12/14 04:22:50
Noymthing sad about that. I think that you could have multiple trains, though might be more trouble than its worth since they don't tend to sync well and need more paths.
 Invisible Brushes
#17751 posted by Naitelveni [91.153.6.110] on 2016/12/14 19:10:21
how do I create invisible brushes that can be walked on? Im making some detailing on the ground and the terrain becomes dificult to walk on, so I want to create an invisible ramp so moving would be smoother.
Also I have waterfalls but the waterfall texture isnt liquid so I cant walk threw it, how do I make it so that its liquid or i can walk threw it?
 Clips
#17752 posted by Bloughsburgh [75.151.243.225] on 2016/12/14 19:12:21
Apply the "Clip" texture to a brush to make it invisible but has collision.
For waterfalls, make them func_illusionary
#17753 posted by Naitelveni [91.153.6.110] on 2016/12/14 21:16:31
thanks once again Bloughsburgh! :)
 What Is Error Bsp->nummodels Is 0!
#17754 posted by Newhouse [188.238.103.13] on 2016/12/14 21:16:59
what models is it talking about? I'm just trying to test my map with only neccessary things like walls, ceilings etc. I added armor and one flame there, but I still get this error message, it must mean something else then?
 Newhouse
#17755 posted by ericw [108.173.17.134] on 2016/12/14 21:32:29
The first model in a .bsp is the world, subsequent ones are func_ entities like doors, etc.
So the error means there is no world.. it's coming from my light tool right? I don't know but either you have no brushes in the map, or it's a tool bug.
 Newhouse
#17756 posted by dumptruck_ds [168.161.192.15] on 2016/12/14 23:27:45
Do you have an info_player_start?
 Noob Question XD
#17757 posted by Naitelveni [91.153.6.110] on 2016/12/15 00:29:31
Hey, im almost at the end of my map, how do i add an exit?
 Trigger_changelevel
#17758 posted by skacky [90.0.196.54] on 2016/12/15 00:33:21
#17759 posted by Naitelveni [91.153.6.110] on 2016/12/15 00:39:28
dude, i did that and nothing happened!
#17760 posted by skacky [90.0.196.54] on 2016/12/15 00:43:48
You need to point a map with the "map" key, such as start if you want your level exit to send you to start.bsp.
#17761 posted by Naitelveni [91.153.6.110] on 2016/12/15 00:50:32
ok, im now compiling, it will take me 10 minutes to compile, you wanna try it? im gonna tweak some stuff, like adding more monsters and maybe one more arena fight and clipping brushes, and illusionary brushes... but its at a point where its actually playable.
 Naitelveni
#17762 posted by total_newbie [87.159.242.22] on 2016/12/15 01:09:25
you wanna try it?
Take a screenshot and upload both the screenshot and the bsp to quaketastic, and post the links in the Screenshots & Betas thread (just underneath the Mapping Help thread): if you look at the top of that thread you'll see:
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
Then some people are sure to try it. :)
 Shadows Of Our Forgotten Ancestors
#17763 posted by Naitelveni [91.153.6.110] on 2016/12/15 01:18:45
Hi everyone! So im at a point where im ready to take feedback from the community. This is my first map for quake.
My background on level design is minimal, I did 4 levels for Doom 2 and decided the engine was too primitive for what i was aiming for. Once i saw Arcane dimensions i started to watch Custom Gamer on youtube and got insired by all the cool levels. And here I am now.
You will need to place an arcane dimensions skybox into your
ID1/GFX/env folder:
moonhigh_bk.tga
moonhigh_dn.tga
moonhigh_ft.tga
moonhigh_rt.tga
moonhigh_up.tga
there are custom textures i have used on this map and i hope everything works as it should!
DOWNLOAD:
http://www.mediafire.com/file/y5y10njokoh49c8/soofa.bsp
P.S. this is not the final release.
 Total Noobie
#17764 posted by Naitelveni [91.153.6.110] on 2016/12/15 01:20:48
shit sry, I will post it there now. the message came up while i was writing my message. :/
 @ericw, @dumptruck_ds
#17765 posted by Newhouse [188.238.103.13] on 2016/12/15 02:12:41
 Though I Copied Everything And Made New Map, Then Compiling Worked.
#17766 posted by Newhouse [188.238.103.13] on 2016/12/15 02:19:00
 @Naitelveni
#17767 posted by khreathor [91.217.18.31] on 2016/12/15 02:20:47
Map is nice. Visually pleasant, a little bit oldschool vibe, which is not bad of course. I played on nightmare, idk if you have set skill levels.
Problem is it's empty at the beginning. Just running in empty rooms with few enemies. After blue key it's getting much better.
You should mix more enemies though, to get better diversity. Now it's mostly knights and scrags + few ogres. Ambushes are fun, but as I said, mix enemies. Now for example you have ambush of scrags only :D
Pickups need more balance too. I prefer more pickups and more enemies. Now you have areas with small amount of health and areas where you have lots of health. Maybe place some mega health in this empty rooms?
You have a small "leak" near the bolt gun. Just visual bug.
Secret with the red armor can kill you. It has trigger_hurt (or other something) standing out from the ground at the end of the "room".
ps.
Quad was a nice touch, but give me more diverse ambushes! Think how enemies can benefit from each other, to make players life harder.
Good Job!
 I Get This Error:
#17768 posted by Shamblernaut [121.45.229.244] on 2016/12/15 04:45:46
QUAKE ERROR: Mod_LoadBrushModel: maps/soofa.bsp has wrong version number (1143028768 should be 29)
when trying to load your map.
#17769 posted by Newhouse [188.238.103.13] on 2016/12/15 05:30:31
I started having again this Corrupt .BSP bsp-<nummodel is zero. I didn't do anything to my map, just placing normal brushes there and there and everything is sealed. I'm using Trenchbroom 2, I started using layers in order to be more efficient with my layouts when getting further.
Here is file, if someone finds something odd about it?
https://drive.google.com/file/d/0BwxYkKdSD855UVN6YWRUUzdKV0E/view?usp=sharing
 Ah
#17770 posted by ericw [108.173.17.134] on 2016/12/15 06:03:30
Sorry about that, it's a qbsp bug (in my tools, at least) - maps where all brushes are func_group/detail cause qbsp to blow up.
Just move one brush from func_group to worldspawn and it should be fine.
 @ericw
#17771 posted by Newhouse [188.238.103.13] on 2016/12/15 07:49:48
I added now one template brush to default layer, and it compiled fine. Thank you~
#17772 posted by Naitelveni [91.153.6.110] on 2016/12/15 09:19:55
khreathor
Thanks for the feedback.
I havent set any difficulty, there should be about 60+ enemies at the moment and 3 shambler. i Should probably add the SSG on top of the blue key door so to allow more action.
The castle area has alot less health because its should feel alot more dangerous than the start, and give the player a feeling that if you could only re-enter the start to get health. Im not sure if this just ends up feeling annoying for the player.
In the lighting gun area I now noticed the leak also, you can see the sky box XD and also the damagebrush at the red armour.
Shamblernaut
QUAKE ERROR: Mod_LoadBrushModel: maps/soofa.bsp has wrong version number (1143028768 should be 29)
What does this mean? how do i fix this?
 Naitelveni
#17773 posted by Shamblernaut [121.45.229.244] on 2016/12/15 11:53:47
what bsp version are you compiling for? is trenchbroom set to hexen2, or a quake2 or a quake map
which compile tools are you using?
also, khreathor, what engine did you test it in?
 Soofa
#17774 posted by Bloughsburgh [75.151.243.225] on 2016/12/15 13:08:01
Naitelveni,
For your first map this is rather impressive. Your brushwork has a very distinct style...I got a mystical/medieval vibe from it. A great detail of filling out the background to make it seem like there is more there is a great thing to have and you do it well.
Lighting is decent enough, nothing overly bright but maybe some more shadow contrast would benefit the nighttime venture! I also like the textures you opted to use.
Gameplay is the weakest point here but that's to be expected as it is a doozy. Like Kreathor said, very vacant early on. Few encounters are fine at the start of the map for the player to get his surroundings but this goes on for a few stretches of rooms. Broken architecture is a great thing, but the broken up floor tiles feel awkward when walking around. Perhaps make them into func_illusionary or lower them by a few units. Additionally, be sure to make your waterfalls not solid brushes as it feels strange as well.
I love the vertically and small interconnection you are introducing and, on a first map that's impressive to attempt! I know on my first handful of maps I did not pay that any mind.
No music, but I am sure you haven't picked a track yet. Even if you don't use the music yourself, just pop a sound track into the worldspawn (2-11)
Another area to work on are the encounters themselves. Lots of times you open a door to a new room and there is a bathtub full of enemies waiting for you. Ambushes are done predictable after grabbing a key or hitting a switch...try to surprise the player. Maybe when you are walking under one of the bridges, a death knight leaps down from a higher level!
Hopefully this helps you fine tune the map. If this is your first offering than I am excited to see what you bring in the future!
I played the map with no issue on the latest QS.
 Its All Good
#17775 posted by Shamblernaut [121.45.229.244] on 2016/12/15 13:26:56
the download was corrupted, re-downloaded and it worked fine.
 Feedback
#17776 posted by Shamblernaut [121.45.229.244] on 2016/12/15 14:14:13
The Pros:
I like the encounters, perhaps a bit busy at times, and may need to ramp up the quantity of monsters a little slower (consider a timer), but for the most part really tight.
Your level geometry is excellent, it is easy to see that a lot of thought has gone into the layout of the map. I really like ledge-jumping and exploration, so the SSG secret was fun.
Thematically the map is really consistent throughout. I really like the ceilings in your buildings and the detail you've put into the crumbling floors, ceilings, windows, etc.
The Cons:
It's pretty hypocritical of me to criticise this considering a recent map of mine used it, but the sloping geometry in the hallways in the starting area isn't a great idea in such narrow hallways, already it is quite squishy, but those slopes restrict movement even more. This isn't a huge issue because there are no mobs there, but it's something to think about.
As others have mentioned, your brushwork interrupts the player at certain points, consider func_illusionary or some clip brushes to may the player experience smoother.
The texturing is quite good, although the one place I feel like it could use a change is the staircase in the first outdoor area you encounter. I'm not sure if the contrasty blue rock / red wood works too well.
Overall really good job man, well done.
 Demo For Naitelveni
#17777 posted by skacky [90.0.196.54] on 2016/12/15 15:26:33
Skill 3 demo, played with QS.
Nice little map overall, especially for a first Quake map. I really dig the aesthetics, the tree/hedges and the ruined scenery. There's a few texture and brush issues (nothing major though) and encounters/monster placement could need a bit of work in places. See comments in my demo: https://drive.google.com/open?id=0BwnUnvcoU4HFSURQVDRSQXg2Ync
 Naitelveni
#17778 posted by dwere [5.228.160.17] on 2016/12/15 15:59:19
This is nice.
I'm not of the opinion that every room of every map must necessarily be packed with opposition, so the beginning didn't bother me. A decent lead in.
The visuals are coherent and pleasant, they felt fresh. Maybe one texture error - a patch of green grass in a courtyard of dirt.
Didn't have any problems with gameplay or balance - the difficulty is about up my alley.
 Naitelveni
#17779 posted by total_newbie [87.159.242.22] on 2016/12/15 17:16:58
Wow!
I haven't really played the map (don't have much time at the moment); just wandered through it with cheats on to look at the brushwork & texturing, and it's really lovely! A little cramped, perhaps, but very, very nice for a first map, with a really distinctive visual style. Loved the tree!
Broken architecture is a great thing, but the broken up floor tiles feel awkward when walking around. Perhaps make them into func_illusionary or lower them by a few units.
...or cover the recessed parts with a clip brush.
[...] the staircase in the first outdoor area you encounter. I'm not sure if the contrasty blue rock / red wood works too well.
I like it and think it looks good. The texture alignment could be better, though -- specifically, I think the wood texture looks better when it does not follow the slope of the brush, but remains horizontal. Just my opinion, though!
There's some texture alignment weirdness in a few other spots in the map too, but I'm not sure whether that's important...
Are you making this for id1, or for a mod (Quoth/AD)?
If it's for id1, don't forget to include the skybox in your next/final version -- it really adds a lot to the map visually (I saw it when I loaded the map in AD, as I was curious whether some of the brushes were supposed to be breakable).
But again: really lovely work! Sorry for not giving more detailed feedback/no gameplay feedback at all.
 Penumbra Conundrum
#17780 posted by Bloughsburgh [75.151.243.225] on 2016/12/16 15:29:57
As far as Quake maps go, what value is best suited for which environment? Most maps I see use either 2 or 4.
Looking at ericw's example on his site shows that the shadow blends a bit more the higher you go...I think?
Finally I did a side by side comparison from my own map with 2 and then 4 and I am not entirely sure I see a difference!
 Shamblernaut
#17781 posted by Naitelveni [91.153.6.110] on 2016/12/16 17:46:58
im siing trenchbroom 2 for mapping, for compiling im using EricW's compiler and for the quake client im using quakespasm.
 Soofa
#17782 posted by Naitelveni [91.153.6.110] on 2016/12/16 18:23:41
Thanks everyone for the feedback!
The starting area is still abit ugly, and im changing it as we speak, I added another ogre in the starting area and 2 super knights in the blue key yard.
At the moment of giving you guys this first test version of the map I didnt know about clipping brushes and illusionary. Now i have added it around the diffucult terrain to make the gameplay alot smoother.
total_newbie,
I will run thru the map to see about the texture alignment. Thats the type of feedback that helps me to polish the mep! :)
skacky,
im honored! :)
i will add clipping brushes, illusionary and double check for errors.
Shamblernaut
Thanks for the feedback!!
I know the hallway is tight, and i will make it wider and bigger. At first i made it small because i was afraid of long compiling times. As you may have read about my 10 hour compiling issue with my first map. XD
now that i know about func_detail im no longer afraid of bigger areas. Soofa took me 9-10 minutes to compile.
Bloughsburgh, thank you!
I will balance out the gameplay more!
khreathor,
Once im finished with my map can I get a youtube playthru!? That would be frikin awesome!
 How Do I Play Demos?
#17783 posted by Naitelveni [91.153.6.110] on 2016/12/16 18:24:24
Where do i place the demo file and what do i write into console when i have the client open?
 Naitelveni
#17784 posted by total_newbie [87.159.242.22] on 2016/12/16 18:37:02
Type "playdemo [demoname]" in the console. You put the demofile in id1 or in the relevant mod folder.
 Dems
#17785 posted by Bloughsburgh [12.1.224.170] on 2016/12/16 18:37:10
-Place the demo file in your id1 directory.
-playdemo xxx
 Naitelveni
#17786 posted by Mugwump [80.215.204.135] on 2016/12/16 18:43:45
No need to repeat what the others have said. I liked the architecture in the green armor/silver key room, also your gateways with the larger part at the top. Torches planted on top of pillars and walls look weird, it would be better to just use a flame, possibly rising from a brasero/cauldron type of brush.
Combat isn't very challenging. It would probably be fine for skill 0 or 1 but I need more difficulty. You also should add a final combat in the exit room. 8 monsters never teleported in and stayed in their boxes outside of the map.
Be mindful of your triggers for secret count: it didn't activate when I first picked up the LG, only when I walked over a specific point in this area (same with the red armor secret). Usually, these triggers cover the entire width of secret rooms or are associated with the goodie.
Speaking of secrets, where is the third one? I couldn't find it, even when noclipping through the map - which, incidentally, oddly caused me a few instadeaths
 Also...
#17787 posted by Mugwump [80.215.204.135] on 2016/12/16 18:59:58
It's only a detail but you should make your water pipes deeper, or at least texture the deep end with a black texture instead of a wall texture. And check the orientation of the texture on ALL sides of your water brushes: the little bit at the top of the vertical brush moves laterally while it should go in the direction of the current.
#17788 posted by Naitelveni [91.153.6.110] on 2016/12/16 19:02:45
thanks Mugwump! I'll change the flame, you are right, on top of the pillar the torch looks wierd also on top of the wall. The third secret is near the LG. Where the wooden bridge is over the wall. youll have to do some advanced parcoure to get there.
Im working on a area that you are teleported from the gold key teleporter. first you get alot of pickups and then youll enter the final area.It will take me this weekend to finish this map.
 #17782
#17789 posted by khreathor [95.160.158.215] on 2016/12/17 11:27:33
You got this.
 J.A.C.K + AD & Entity Boundary Box
#17790 posted by Giftmacher [90.228.242.14] on 2016/12/17 11:55:06
Anyone using J.A.C.K with AD mod? I've recently picked up this editor and it's great but I'm having some issues with placing entities. I don't know how well entities follow the grid in editors, but in Jack it feels especially wonky, am I missing something? For instance, candles placed 1-2 units above the floor still end up inside the floor brush.. help! :)
 Giftmacher:
#17791 posted by mukor [73.94.117.101] on 2016/12/17 13:25:23
Candles are to be placed 16 units above the ground. I think its mentioned in the readme or ad_quake.fgd.
Any other problematic entities?
 There Is A Known Boundary Box Bug In J.A.C.K
#17792 posted by Qmaster [70.195.85.69] on 2016/12/17 14:26:18
But it is supposedly fixed in the latest steam release. Haven't tried it yet.
 Thanks Mukor
#17793 posted by Giftmacher [90.228.242.14] on 2016/12/17 17:15:35
I can't remember putting them 16 above in QuArk but it sure worked in J.A.C.K. Entities just look a little off the grid, is that normal? Hogre box is huge compared to hogremac, what was the bug in J.A.C.K?
 Bounding Box Size
#17794 posted by Qmaster [70.195.85.69] on 2016/12/17 18:41:03
Bounding box size and handles match the model. Should instead match the fgd definition.
 Noob Vertex Question, Sorry
#17795 posted by damage_inc [172.56.27.46] on 2016/12/18 01:05:56
Is it okay come compile time if I have vertices that are "off the grid" in the editor? Does that work?
I know editing such brushwork is a nightmare, I'm just asking if the map compiles/renders/displays fine in Quake.
 Warnings Typically Aren't Too Bad
#17796 posted by Shamblernaut [121.45.229.244] on 2016/12/18 04:33:17
but sometimes you get things that will make the player drop through the floor or similar.
If you need to go way off grid for your geometry, make sure that it is on detail brushes or unimportant shit that the player won't interract with.
 Naitelveni
#17797 posted by Mugwump [80.215.96.56] on 2016/12/18 07:49:18
Your indications for the last secret seem to match the RED ARMOR secret, which I've already mentioned, so I thought it was obvious I wasn't talking about this one. Sorry if I wasn't clear enough. The two secrets I've found are the LG and RA.
 DERP
#17798 posted by Naitelveni [91.153.6.110] on 2016/12/18 12:53:12
sry, i read your comments hastely. XP
The last then is near the goldkey door, if you make 180 dgree turn (at the gold door) you'll see the super shotgun.
then you have to manuver your self carefully to the edge of a rock and jump to the weapon, if you mess it up you'll drop into the void and die.
 Shadows Of Our Forgotten Ancestors
#17799 posted by Naitelveni [91.153.6.110] on 2016/12/18 18:49:03
Hi guys,
I took all the feedback, and made changes to the gameplay, also fixed floors with clipping brushes, and water with illusionary, checked for texture alignment(as well as i can), and changed the torches into flames in some areas where i thought it was necesary.
I watched Skaky's demo and it had some really solid feedback, and fixed the things he pointed out. (couldnt fix the first hallway texture alignment, i even tried rebuilding parts of it but couldnt make it work)
Now im giving you guys another version of soofa for nitpicking. Demos are excelent ways to point out mistakes in the map. If possible send me a demo where you pointout mistakes and fixes. This will be the last test version, after this ill fix everything you guys will point out and then I'll publish the map.
http://www.mediafire.com/file/sflnsw5jo9if45o/soofa_beta2%282%29.bsp
P.s. If i missed some fixes in the first round, I'm sorry. There was alot of feedback and i didnt write them down, but this time ill try be more precise. :)
 Naitelveni
#17800 posted by total_newbie [87.159.242.22] on 2016/12/18 20:02:38
Some feedback:
1) Still loving this map, and excited to see it developing further.
2) I've played the previous version (properly) in the mean time and watched Skacky's demo, which has excellent advice. But maybe tone things down a bit for skills 0 and 1, once you implement skill settings. The map seems calibrated for skills 2/3 or for really skilled players at the moment. I usually play on skill 1, and at the moment I find this a little too hard/frustrating.
3) Texturing/texture alignment: are you talking about the hallway with the grey bricks on sloped surfaces, where Skacky suggested rotating the texture? It looks a LOT better now, but you could improve things further by decreasing the scale of the texture on the sloped parts slightly, until it more or less matches up with the rest. The angle looks right, though.
I still think the wooden texture on the staircase leading up to the SK door should be completely horizontal all over (as opposed to having one sloped piece, as it does at the moment) -- but maybe others would disagree...
4) Brushwork: I can't tell if you've changed this at all, but as I think others have pointed out too, the brushes on the edges of the map are cut off a little abruptly. It would look better/more convincing if you moved your sky brushes a bit further out and made your rock and wall brushes around the edges of the map a bit thicker/rounded/three-dimensional.
5) The new area towards the beginning is a nice addition, but it feels a little pointless at the moment, as there is nothing really there. Perhaps add a secret to this area?
6) Speaking of which, I feel that the cells in the little underwater alcove should count as a secret. Or if that's too obvious, maybe hide a secret door behind the cells.
7) I don't know if it's still incomplete, but I couldn't figure out how to complete the final arena and get the bars in front of the exit to lower. I couldn't trigger the door hiding the Shambler either.
8) The two windows that are on floor level in the final area look a bit weird too, as it looks as if you should be able to jump out, but then you're blocked by a skybrush. If you can't jump out, it shouldn't look as if you can -- so I'd say either make it possible to jump out (with a pain trigger/void if you're feeling sadistic or a teleporter back if you're not) or cover the window with bars or something.
 Naitelveni: Can I Post A Few Screenshots Of Your Map Here?
#17801 posted by total_newbie [87.159.242.22] on 2016/12/18 20:31:24
I've taken a few screenshots to illustrate some of what I wrote above. I feel weird about uploading screenshots of someone else's WIP onto imgur, so I wanted to ask you first if that would be ok.
 Naitelveni
#17802 posted by Shamblernaut [121.45.229.244] on 2016/12/18 20:53:21
 Total_newbie
#17803 posted by Naitelveni [91.153.6.110] on 2016/12/18 21:02:40
Sure, go ahead.
 Naitelveni
#17804 posted by topher [190.210.159.117] on 2016/12/18 22:31:25
i don't know if it's only me, but i get a 'heretic' vibe in the silver key area. or maybe heretic mixed with quake. i like the style.
http://imgur.com/a/xiAC5
i can jump and bypass those iron bars and i did just that the first time and it worked. it's not a hard jump.
 Naitelveni: Ok Then
#17805 posted by total_newbie [87.159.242.22] on 2016/12/18 22:32:39
Texture alignment on stairs: Note the misaligned textures above, and the sloped/horizontal combination beneath. In both instances I'd suggest selecting both adjacent brushes together, and then entering a new texture angle/offset value. so that the two textures have the exact same value (I'm guessing "0" in both instances, but it's been months since I've touched an editor). That will make them correctly aligned.
Textures on sloped bricks: Note the areas marked in black. You can fix or at least decrease this misalignment by changing the scale and offset of the texture on the sloped surface, until it matches up with the surface next to it. If you're using TB and using the arrow keys, I think you might need to set your grid size to 1 or 2 if you want to able to make fine adjustments -- but as I said, it's been a while, so I might be wrong here.
Map edges/rocks & bricks: This is what I meant by saying it'd look better if you pushed your sky brushes outwards a little and made your rocks/bricks on the edges of the map a bit thicker/fuller/more 3D.
Here are two more examples of where the rocks should be thicker.
Same thing here, only horizontal: those "roof" rocks would look better if they were a little thicker (and your sky brush higher).
Here you've done it right.
 Correction
#17806 posted by total_newbie [87.159.242.22] on 2016/12/18 22:35:07
In that one picture it's foliage, not rocks. But you know what I mean. :)
 Soofa
#17807 posted by Naitelveni [91.153.6.110] on 2016/12/18 23:24:02
topher
Cool jump! maybe someone will make a speedrun out it! There is a skip i left in the map on purpose at the last area, maybe someone will find it! If not, its ok.
total_newbie
I'll fix those stairs, sloped bricks are a pain, maybe the scaling will be ok.
Map edges, skaky had the same comment, so ill fix that also. I think ill add a void behind the brickwall so you can fall off.
"two" is actually supposed to be like that. Its a hedge wall.
the SK-Area rocks I will still fix. Thanks for your help!
Shamblernaut, watched your demo, i agree with the comments! I will add a void in the last area! good texture stuff. YOu got the secrets "correctly" ;)
the shootable buttons, ill change the texture! Thanks for the comments!
Tomorrow I'll publish my map and start working on a new one.
 Re #17807
#17808 posted by total_newbie [87.159.242.22] on 2016/12/18 23:41:41
sloped bricks are a pain, maybe the scaling will be ok.
Don't forget to play with "offset" too -- that'll let you move the texture up and down and side to side, until it lines up.
Did you use standard Quake format or Valve format for your map? Because using Valve format can make things a lot easier with sloped surfaces ... so it might be something to keep in mind for future projects (I don't think it's currently possible to convert an existing map from standard to Valve. But I'm hoping someone will make a tool to do just that, as I have a few maps I'd love to convert).
#17809 posted by Naitelveni [91.153.6.110] on 2016/12/19 00:41:32
i used the standard quake format in trenchbroom 3
 Mapping For Arcane Dimensions
#17810 posted by Naitelveni [91.153.6.110] on 2016/12/19 09:34:36
Hey, I'm going to do the last fixes to SOOFA, but my fingers are already itching to create a new map. I already have vague concept. I want to use AD 1.5 for this map How do i set Trenchbroom for AD?
 TB
#17811 posted by Bloughsburgh [75.151.243.225] on 2016/12/19 13:15:32
Entity Tab
-Click Show at the bottom
-Browse for More under the External section
-Select the ad_quake.fgd file that's in your ad directory.
#17812 posted by topher [200.117.51.47] on 2016/12/19 16:22:42
and in map tab
- click at the bottom 'Mods'
- enable ad (it will appear in Available column)
 Noob Question
#17813 posted by ranhcase [179.199.43.113] on 2016/12/20 03:05:26
probably a stupid question, but is there a unselect button??
#17814 posted by mukor [73.94.118.16] on 2016/12/20 03:12:39
In TrenchBroom 2? Esc to unselect
#17815 posted by ranhcase [179.199.43.113] on 2016/12/20 03:15:21
thanks!!!
#17816 posted by HexenMapper [101.98.112.147] on 2016/12/20 07:19:20
Leaks: Are these a big deal? should I be aiming to have no leaks in a level? can I just copy paste and rotate non-player area detail stuff and not worry too much? are leaks mostly a problem in places where the player can actually go?
 HexenMapper Re: Leaks
#17817 posted by dumptruck_ds [138.229.243.25] on 2016/12/20 07:40:42
Leaks are pretty bad. You don't want them ever. Your map must be sealed much like a water-tight container.
more here: http://www.quake-1.com/wc16a-tutorial/speed.html
 Hexenmapper
#17818 posted by NewHouse [188.238.36.184] on 2016/12/20 08:36:32
Don't worry, there should be pointfile after compiling your map. When you open your map, typo "pointfile" to your console and after that "developer 1" (1 = on / 0 = off). Then you should see White lines bouncing somewhere in your map. Try locate area where that Line goes ovet your map's intented boundaries and try figure out how to avoid it no go through for example some corners, maybe light is too near some possible leak area etc. Others correct me if I am wrong, but that is how I can visualize it (don't know about technical terminology)
#17819 posted by Pritchard [121.214.6.61] on 2016/12/20 13:41:04
Some (I know TB2 does, I don't have experience with any others) editors allow you to visualize map leaks in-editor, which is nice since you can fix it while looking at it, decreasing iteration time. Otherwise, what NewHouse said is fine.
With modern computers, speeds in Quake levels are rarely an issue. But not everyone has a modern computer, and some people enjoy being able to play Quake on their older PCs regardless of whether or not they have a "better" machine available, so it's important to avoid leaks or poor sealing.
I'm not sure if it's actually worse than just having a straight-up leak in your level or not, but one thing that people sometimes do to avoid having to seal leaks is to encase their entire map in a giant cube of skybox. This is a very bad idea; yes, you can run .vis on your map, but it will take much, much longer, and besides that, you're still not addressing the root issue, which could end up having significant effects regardless of whether or not your map is "sealed".
 Func_train And Pathcorner Entity Placement
#17820 posted by Naitelveni [91.153.6.110] on 2016/12/20 22:27:02
How do i know how to align my pathcorner entities? At the moment im using trial and error to correctly place my path corners, its time consuming!
 Path_corner
#17821 posted by madfox [84.84.178.104] on 2016/12/20 22:42:29
Knowing the orientation of East in Quark it takes the right lower angle.
 Weird
#17822 posted by mfx [77.179.48.127] on 2016/12/20 22:50:40
I could swear the path_corner must be at the lower left corner of the bbox on your pic Maddox.
 Madfox
#17823 posted by Naitelveni [91.153.6.110] on 2016/12/20 23:02:48
Thanks!
 Mfx
#17824 posted by madfox [84.84.178.104] on 2016/12/21 00:21:47
In that (sensitive) case my east lies downwards.
#17825 posted by HexenMapper [101.98.112.147] on 2016/12/21 00:42:48
Whats the best way to split a brush? I've used the C tool and sometimes it splits a brush, other times it chops part of the brush off. What do I need to do in order to consistently split the brush?
Thanks
 Entlighted Rogues
#17826 posted by madfox [84.84.178.104] on 2016/12/21 00:46:43
when extracting corners the path_corner stays the same!
@-naitelveni: there's a nice trick you can use to enlighten your windows with this func_train.
Use a window as func_train, and add one path_corner some units before it. Give it the same target and targetname, and wait -1.
When starting the game the window has hardly chance to settle and will turn forward.
If you place a light just before it the front will light up, but as it is replaced now it looks as if the light comes from behind.
A little light before the wall will give it a small shine.
editor
map
screeny
 Hexenmapper
#17827 posted by topher [190.210.159.117] on 2016/12/21 00:49:05
it's in the help document
help->Shaping Brushes->Clipping->Clipping Modes
 HexenMapper
#17828 posted by Mugwump [90.24.197.208] on 2016/12/21 00:52:12
Check this post by Pritchard for a better understanding of the clipping tool: http://www.celephais.net/board/view_thread.php?id=60908&start=2389
 Overlapping Brushes And Leaks
#17829 posted by HexenMapper [101.98.112.147] on 2016/12/21 00:56:38
Thanks topher, I should have checked that help file out, very handy.
I'm wondering about overlapping brushes - do they "plug leaks" say if I copy and past a bunch of brushes and rotate them so they're all intersecting, then drag a sky brush down to their top most point (and say they intersect with the floor brush) would these overlapping brushes cause a leak? are overlapping brushes generally considered a no-no?
#17830 posted by topher [190.210.159.117] on 2016/12/21 01:10:06
ah...
i don't know yet.
and put a screenshot i didn't understand either ,
i will ask the last question as well.
are overlapping brushes generally considered a no-no?
i think that overlapping brushed don't cause leaks, because leaks are holes. i don't know if they affect the lights.
i'm just cutting brushes, resizing them, merging them, etc,, for now.
 Brush
#17831 posted by Bloughsburgh [71.61.61.77] on 2016/12/21 01:16:56
You can overlap brushes, some things benefit more from being clean cut but do not be concerned so much with that. Just be aware of z-fighting with textures.
Clipping is the best way to split a brush in TB. You can press CTRL+ENTER to cycle clip modes.
#17832 posted by skacky [90.0.65.66] on 2016/12/21 01:18:33
Leaks are caused by either an exposure to the void or an entity with its origin in the void.
Overlapping brushes aren't very good practice, mostly because of Z-fighting and increased compile time. It's better if you can avoid it. Doesn't really matter if they're made func_detail though since these are ignored during compile.
#17833 posted by total_newbie [87.159.231.181] on 2016/12/21 02:01:18
Overlapping brushes aren't very good practice, mostly because of Z-fighting
Doesn't z-fighting only happen with moving brushes (doors & plats) that move to the same coordinates as other brushes? Surely the compiled .bsp doesn't "know" if two world brushes have their faces on the same plane, because what texture is displayed gets resolved during the compile process.
Sorry, my terminology is probably all wrong, but hopefully you know what I mean...
#17834 posted by mukor [73.94.116.14] on 2016/12/21 02:02:48
Go place two brush inside one another, each with a different texture. Compile it, run it in game, and report back to us with your findings.
#17835 posted by total_newbie [87.159.231.181] on 2016/12/21 02:10:31
I've done it countless times with no ill results.
From a post by necros from 2010 (http://www.celephais.net/board/view_thread.php?id=4&start=10212&end=10212):
i don't know why, but overlapping brushes will cause zfighting in newer engines like q3 and d3. in quake, qbsp will manage to remove overlapping WORLD brushes without any issues. (overlapping func_ or other visible bmodels WILL cause zfighting with other bmodels or the world).
afaik, it doesn't cause any problems once the bsp is in the engine.
i'm not sure where we are atm concerning the compiling aspect of overlapping brushes. i don't overlap because i like to work clean, but it's just personal preference.
(emphasis mine)
#17836 posted by mukor [73.94.116.14] on 2016/12/21 02:15:03
Now go do it in Hammer/Source ;)
Its just a bad habit that you wouldnt want to carry into other game engines.
 AD_Azad
#17837 posted by Qmaster [172.79.181.139] on 2016/12/21 02:56:05
Had overlapping brushes for the pillar lights at the end hanging from the ceiling. Other than that it was an excellent map. *nit pick* *nit pick*
#17838 posted by Pritchard [121.214.6.61] on 2016/12/21 03:40:21
Overlap corners, don't overlap faces.
Also, someone actually referenced something I said as advice! Neat.
#17839 posted by HexenMapper [101.98.112.147] on 2016/12/21 09:42:59
Thanks for all the help all.
I've had an error compiling my current build, not too sure what a "non convex face" is, or how to fix it, but it seems to be the problem:
http://imgur.com/EHxdeAB
I tried deleting all the recent brushes I had added, but it still seems to happen. Any idea what I should be looking for so it compiles?
The map is currently wide open, void everywhere - is there a limit to how open a map can be to compile? can I plug gaps / skies later on? or even just make a sky box enclosing the limits of the map? cheers
 Or Read Tooltips
#17840 posted by madfox [84.84.178.104] on 2016/12/21 11:36:05
"CheckFace: Face with too few (a) points at (x y z)"
"CheckFace: Healing degenerate edge at (x y z)"
"CheckFace: Healing point (x y z) off plane by a"
I have no solution for it but maybe readme and check the related polygon in the map file.
 Always Seal Your Map
#17841 posted by madfox [84.84.178.104] on 2016/12/21 11:38:50
The map is currently wide open, void everywhere
with surounding walls, bottom and sky.
#17842 posted by Pritchard [121.214.6.61] on 2016/12/21 12:27:09
Why would you want to seal your map if you're not running vis? I tend to leave the areas I'm working on open until I'm ready to move on to the next one - I only bother sealing them then.
As to non-convex faces, I'm not sure how you managed to achieve that but an editor shouldn't let you create an invalid brush like that. If you do find the culprit, and you're using a modern editor like J.A.C.K. or TrenchBroom, I'm sure the developers would be interested in seeing it...
Which -options are supported by that compiler? I would see if there's any way to get more information out of it. It's strange that it doesn't provide any coordinates in the error.
#17843 posted by Mugwump [80.214.65.35] on 2016/12/21 15:57:07
Any of you guys know of an extended runic/metal texture set? I've found a few more in kdmtex.wad but more choice never hurts. I'd especially like to find all the different runic tiles in both glowing red and "switched off" versions (id1 is missing some in each variant).
#17844 posted by Rick [75.65.153.192] on 2016/12/21 17:25:51
I always build fully sealed and error free as I go. I only run a full vis every so often, but I like to know the map will compile properly without errors before putting too much more work into it. Fixing problems is the least fun part of mapping and I wouldn't want them to pile up.
 Mugwup
#17845 posted by mfx [77.179.89.83] on 2016/12/21 17:47:41
http://www.quaketastic.com/files/texture_wads/rmq_darkmet.wad
rmq mqade some runic addons. there are more, idk where to look atm.
rick does it right.
 Thanks Mfx
#17846 posted by Mugwump [80.214.65.35] on 2016/12/21 18:05:24
Also yeah, so far I've done just like Rick.
 Sealed Map
#17847 posted by madfox [84.84.178.104] on 2016/12/22 01:47:38
provide leaks in early stage.
@mugwump: Might not be the same wad but why not try Runewad?
 How Often Do You Save As/compile?
#17848 posted by dumptruck_ds [168.161.192.15] on 2016/12/22 02:50:18
A workflow discussion: I can't nail down a specific time frame but a general estimate is every 10 minutes or so I do a full compile. Yes I vis everything and light everything dozens of times per mapping session. Reason being is my current map is probably about the size of one of the large id levels. Vis'ing takes well under a minute maybe a tad longer. But I work on everything in a map at once. Geometry comes first, then game play and then tweaks to lighting and texturing, then back to gameplay. It's very chaotic way to work. (I know.) I ask this here because I'd like to hear other people's workflow in the hope of getting my act together. I'm not looking to get faster per se but I have a lot of room for improvement and I am always open to new ways of working. As far as saving... I save as much less often. It seems that each new area becomes a save point and if I don something risky that could cause a leak or break logic or expose a bug in the editor, I will do a new version of the map.
#17849 posted by HexenMapper [101.98.112.147] on 2016/12/22 02:53:26
Well I managed to fund the culprit - a single brush seemed to be preventing compiling. I'm not really sure why though. I'll just keep test compiling as I go to make sure I'm staying on track.
Interestingly the non-convex face error comes up even when the map compiles and runs fine... not too sure what the issue is there but it doesn't seem to be "structural"
 Tracing
#17850 posted by madfox [84.84.178.104] on 2016/12/22 03:13:53
If you open the map with a text editor,
you can view the structure of the map file.
A rough trade is looking at the warnings
and see if the brush consists of six sides.
If I want to make really sure why a polygon keeps "troubling"
I change all texture names behind the six polygons with a white texture.
When opening the map in an editor I can see which brush in particulary is causing the error.
Of course I use ericw compilers.
 Workflow
#17851 posted by Bloughsburgh [71.61.61.77] on 2016/12/22 03:32:26
My workflow changes as I learn more mapping techniques but to answer some of your questions:
I compile whenever I want to test something I just set up. This could be a few monster spawn triggers, to a new lighting placement, or even a single brush I want to see in action! When working with lighting, I often always do -extra4 and -soft to ensure I can see what the final product will look like but sometimes just -soft if a minor change was made.
If I do not have a leak, then I always compile with the -fast VIS just to save time. When I want to do a full playtest (Start to finish) I will do -level 4.
If by save you mean physically save the map file then I do that probably every time I add something that I know will stay for the time being. Ctrl+S is muscle memory and TB handles autosaving for the grievous mistakes.
As I stated above, my workflow changes but I am starting to see grey boxing out large sections is the way to go. Like G1ftmacher said before, if you can get through the basic layout then you can get to the more personal mapping phase.
So my workflow would be at this time:
-Brainstorming, mind layouts, inspiration.
-Basic layout of large sections
-Basic texturing of said sections
-First pass detailing
-First pass lighting
-First pass gameplay
-Detailed texturing
-Major detailing and lighting
-Then it gets to a hodgepodge of all of the above but fine tuning.
I am always curious to see what other people do.
#17852 posted by NewHouse [109.240.24.188] on 2016/12/22 03:46:23
This method is not everyone, but so far I have liked breaking map into multiple pieces, sealing then right away, layering everything and startjJust testing and make it fun. Naming goes something like this: mapname_areaname_version. Then slowly starting to combine these already tested areas together and make compromises Just then if need to be made.
The biggest problem for me personally has been that, even if you just prototype areas, Quake is not really good at that. Everything basically has to be in certain state, before knowing will it work or not. That is why I find working with separate files more efficient. Normally when I do simple layout (ideas) on paper, I don't know about values what they are going to be at the end. Also if making a hud of your map where many paths connects. You suddenly realize you have gone too far, when focusing on something, you thought was important atm (I like to assume everyone does that at some point), it is impossible to go back and visualize everything again, if there is no backups been made.
So my current method is not to think too much about trying to connect everything right away. I am sure everyone has their own way, it would be interesting to hear more like how people layout their maps?
 So Glad I Asked
#17853 posted by dumptruck_ds [138.229.243.25] on 2016/12/22 07:17:45
So Bloughsburgh, you have a very structured workflow compared to me. Funny how I work on game play and lighting very close together per section and interchangeably but you segment those out in steps. I am all over the place! Also I meant "Save as" - like a new version of the map - I guess with TB and other modern editors auto save makes this less of a concern. I am used to the old days when one CGS operation could scrap hours of work.
Newhouse, very interesting that you break the map into smaller more manageable chucks. I am a professional video editor and I often use the same technique on an edit. If I am working on a 60 second TV spot with a 5 second montage - I bust that montage out into a separate piece so I can really focus on each frame in the editing program. This might work for me.
This is all fascinating - I hope others will jump in a share their workflow.
#17854 posted by Mugwump [80.215.102.238] on 2016/12/22 09:33:14
Dunno anything about workflow but my method so far has pretty much been make-it-as-I-go: I work on one room until I think it looks good then I move to the next room. I'm just not the kind of guy to plan ahead, I'm better at improvising.
 @mugwump
#17855 posted by dumptruck_ds [138.229.243.25] on 2016/12/22 17:16:44
Looks like I'm not the only one then. As I think about it, I'm realizing all the issues I am having in my map are because I grey-boxed and planned ahead.
#17856 posted by NewHouse [109.240.24.188] on 2016/12/22 17:48:51
Sometimes planning ahead is impossible, when working in a situation you're not familiar yet. Maybe after, planning ahead becomes more effective.
#17857 posted by Mugwump [80.215.102.238] on 2016/12/22 19:53:00
To be clear, there are certain global end goals that I do define beforehand, but the way to achieve them remains purposefully improvisational. This is how I work as an artist, in music as well, as I have found with experience that it allows my creativity to take me to unexpected places. I never made anything good with a very defined plan.
 Vinetexture In AD And Transparency
#17858 posted by Naitelveni [91.153.6.110] on 2016/12/22 21:23:09
theres a vine texture in AD that I want to use in my map. and I also want to try transparency with brushes, like in sock's metal monstrocity. How do I achieve this?
#17859 posted by mukor [66.87.77.157] on 2016/12/22 21:46:11
Set the brush as a func_illusionary. This allows players/monsters to walk through the brush. You can use the flag "alpha" to set transparency. Honestly, just open up the metmon map and check it out yourself! :) all the authors .maps are included with AD.
 Clarification
#17860 posted by Bloughsburgh [71.61.61.77] on 2016/12/22 23:12:49
I haven't completely greyboxed a map either...but I have a significant visual plan in my mind of how the layout will be. Ultimately I go room by room and wing it to achieve said layout. It almost always deviates from the original. ;)
 Vines
#17861 posted by Pritchard [121.214.6.61] on 2016/12/23 00:30:06
Vines in AD are a combination of a texture with palette colour 255 and func_illusionary. They do not use brushes with the alpha key set to achieve that.
Engine support can be a bit of a hangup - mostly DarkPlaces, since the first download offered on the site is from 2014 or so and doesn't have support. Other modern engines and newer versions of DP support transparent textures just fine though.
#17862 posted by mukor [73.94.118.134] on 2016/12/23 01:05:35
I mention "alpha" in conjunction with "func_illusionary" because he asked about transparency, not because I think its required for func_illusionary to work.
I typed my initial response while still in bed. I should've spaced out both ideas.
 Alphabeta
#17863 posted by Pritchard [49.199.38.214] on 2016/12/23 01:32:47
The alpha value will not have the desired effect - the entire brush will be transparent. The vines in AD are entirely non-transparent, but the rest of their texture is. That's completely separate from the alpha value of the brush.
#17864 posted by Pritchard [49.199.38.214] on 2016/12/23 01:34:35
#17865 posted by ericw [108.173.17.134] on 2016/12/23 01:59:57
The vine feature is called "fence textures" or "alpha-mask textures".. the texture name also needs to start with a "{" character.
(sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's)
 Pritchard:
#17866 posted by mukor [73.94.118.134] on 2016/12/23 02:18:36
Most of the techniques I employ are derived directly from "top tier" maps.
Func_illusionary + alpha is in use in ad_necrokeep to good effect.
http://imgur.com/a/2S7ZP
#17867 posted by Mugwump [80.214.26.250] on 2016/12/23 07:49:05
sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's
I didn't know that. The September 2016 and newer builds, however, do support alpha-masked textures from the get-go and don't need this command.
@Pritchard The DP site at icculus doesn't seem to be maintained these days. The new builds are not in the /download subfolder but in /files (which is, of course, not accessible via the on-screen menus).
 Water Brushes
#17868 posted by topher [190.210.159.117] on 2016/12/23 17:34:54
i have 15 water brushes. there aren't gaps or intersections between brushes.
i tested the map in quakespasm and i can swim without problem of any kind.
can i expect problems or bugs with what i did?
weird bugs, problem with other engines, something like that.
http://imgur.com/a/cqDlp
(i put this message in the QUMP thread, but here is better. i can't erase the other message)
 Compile Problems
#17869 posted by ranhcase [189.13.65.8] on 2016/12/23 17:42:35
i'm having problems compiling a map, i have everything set in a profile but i keep getting a error "execution of command 'C:(the path of the .bsp compiler)" andt1.bsp' failed (error 267: the directory name is invalid.)" what do i do???
#17870 posted by skacky [90.0.191.153] on 2016/12/23 17:57:14
Make sure all your directories have names without spaces.
#17871 posted by ranhcase [189.13.65.8] on 2016/12/23 18:09:43
none of them have spaces :p
#17872 posted by ranhcase [189.13.65.8] on 2016/12/23 18:15:37
also, when i try to launch it, this "W_LoadWadFile:couldn't load gfx.wad" appears, the engine is Quakespasm
 Ranhcase
#17873 posted by dumptruck_ds [168.161.192.15] on 2016/12/23 19:28:22
I assume you are compiling in Trenchbroom. I am willing to bet you have a small typo or hard to find syntax error in the setup. I am pretty experienced and that interface is too much for my tiny brain. I would suggest downloading and using Necros' compiling utility. Just keep it running and pointed to your map and alt-tab to it when you save. It works beautifully and is very easy to use. After you have it setup all you will have to change is the mapname when you Save As... or start a new map. Download it here: https://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip
#17874 posted by ranhcase [189.13.65.8] on 2016/12/23 20:45:48
i don't know what i'm doing wrong. it seems like i've set up everything correctly, it even compiles(it seems), but the .bsp file doesn't appear in the output folder(and in any other folder).
#17875 posted by mukor [73.94.116.171] on 2016/12/24 01:24:57
http://imgur.com/a/l5klI
uuuuuh...dumb question of the day..why are surfaces multicolored?
 Ignore That.
#17876 posted by mukor [73.94.116.171] on 2016/12/24 01:33:07
Solved thanks to scampie via twitter.
My .lit file wasnt updated
 Ranhcase
#17877 posted by topher [190.210.159.117] on 2016/12/24 01:39:03
#17878 posted by HexenMapper [101.98.112.147] on 2016/12/24 01:41:20
@Ranhcase
Did your map used to compile? or are you trying to compile it for the first time?
If is did compile, perhaps try deleting some of the more recently added brushes (save a new version first!), particularly any that overlap.
I've had a similair problem where the map wont compile, and each time it was due to a single brush that must have overlapped in a strange way.
 "W_LoadWadFile:couldn't Load Gfx.wad"
#17879 posted by topher [190.210.159.117] on 2016/12/24 01:50:44
this message is caused by the working directory.
launch the game from a .cmd or a .bat
this line ensures the correct working directory, which is the directory in which the binary file is located.
pushd "%~dp0"
and '%*' pass all the arguments to quakespasm.
quakespasm.exe %*
so, a .cmd script with this two lines
pushd "%~dp0"
quakespasm.exe %*
 Damn...
#17880 posted by topher [190.210.159.117] on 2016/12/24 01:56:46
i forgot this:
the .cmd file has to be located in the binary folder. quakespasm.exe in my example.
 #17875
#17881 posted by Mugwump [80.215.163.88] on 2016/12/24 02:06:40
Yay, Saturday Quake Fever!!! Ah, ah, ah, ah stayin' aliiiiiiiiiiiiiiiive!
 @ranhcase
#17882 posted by dumptruck_ds [138.229.243.25] on 2016/12/24 02:17:57
Take my advice and try necros' compilier gui. It will take less time than posting screenshots here etc. Give it a shot.
 HexenMapper
#17883 posted by ranhcase [189.13.65.8] on 2016/12/24 02:24:17
my map never compiled, not once.
 Dumptruck_ds
#17884 posted by ranhcase [189.13.65.8] on 2016/12/24 02:25:33
that's what i used!!!! the second problem i got with compiling is in that!
 @ranhcase
#17885 posted by dumptruck_ds [138.229.243.25] on 2016/12/24 02:55:04
Okay let's try a few things.
Search for your mapname.BSP and try and find it on your machine. Take note of where you found it.
Next make sure it's been placed in your maps directory under id1 folder. i.e. C:\quake\id1\maps
next, start quakespasm, bring down the console and type map <your map's name>
does it run? let us know.
#17886 posted by ranhcase [179.197.44.45] on 2016/12/24 03:41:05
that's the problem, i can't find the .bsp, i don't even know if it is compiling correctly, i've looked in every folder present in the setup, but there's nothing there
 Ranhcase
#17887 posted by Bloughsburgh [71.61.61.77] on 2016/12/24 03:48:18
I know this seems like grasping at straws but if you are using NecrosGUI, completely remove it from your computer...download it ago and set it up again.
There could be some corruption or other snag that happened. I had this happen to me one time and I was completely puzzled until I did what I said.
#17888 posted by ranhcase [179.197.44.45] on 2016/12/24 04:00:19
i did that, and it didn't helped... could it be something with the map instead?
 Test
#17889 posted by Bloughsburgh [71.61.61.77] on 2016/12/24 04:02:17
Try to create another map and attempt to compile to see if it appears in the output folder!
Also, if you never got this to work...verify you have permission to write to the folder. (Doubtful but you never know.)
#17890 posted by ranhcase [179.197.44.45] on 2016/12/24 04:29:14
it still doesn't work. and i do have permision to the folder.
#17891 posted by mukor [66.87.77.209] on 2016/12/24 04:54:46
You have your parameters set completely wrong. Look thru the trenchbroom help and copy whats there word for word. Thats all i did to get mine to compile.
 CutNodePortals Warnings
#17892 posted by damage_inc [208.54.85.166] on 2016/12/24 08:57:14
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (1692.690 -17.259 408.000)
Is this basically when two, or more, brushes that butt up against each other get off by the smallest amount(almost impossible to spot) that they aren't truly flush with each other?
This is in a large scale map with lots of rotation and shearing usage. Editor is J.A.C.K.
 Mukor
#17893 posted by ranhcase [179.197.44.45] on 2016/12/24 15:05:50
i copied word by word, but at the end i get three errors, and the .bsp file doesn't appear
#17894 posted by mukor [73.94.117.67] on 2016/12/24 15:19:59
 Mukor
#17895 posted by ranhcase [179.197.44.45] on 2016/12/24 17:18:01
copied again, exactly like it is in the picture, with
the correct .exe files of the compilers, but the same thing happens
 @ranhcase
#17896 posted by Newhouse [109.240.1.143] on 2016/12/24 20:32:38
 Newhouse
#17897 posted by ranhcase [179.197.44.45] on 2016/12/24 22:15:12
yes i did try it, it didn't worked.
 @ranhcase
#17898 posted by Newhouse [109.240.1.143] on 2016/12/24 22:41:02
Can you share your file? I will see if it has something problematic going on. Otherwise, you just need to write down right output / working folder paths. Output could be your quake/id1/maps folder, and I think working folder doesn't really matter? I just made new folder "working_folder" under id1/maps folder. I can only assume compile went fine, but you couldn't just play it?
No any errors on compile console? If you open your Quake.exe and open console, type "maps", scroll and try to find your map if it is there. Then just type "map yourmapname", and see whether or not your map starts. If not, then let us know what does the console says.
 @ranhcase
#17899 posted by Newhouse [109.240.1.143] on 2016/12/24 22:56:01
Also Create New folder "Utils" under quake/ folder. Download and unzip these https://ericwa.github.io/tyrutils-ericw/
To that folder. Open Settings and go preferences, set Tools folder path to that Utils folder.
Mark also that 'Run Quake' and Set Quake Engines path to your Quake.exe you're using, it can be for example Quakespasm.exe / darkplaces.exe etc. And try combiling again.
#17900 posted by ranhcase [179.197.44.45] on 2016/12/24 23:03:26
it doesn't compile, the .bsp file isn't created. i have the compiling tools set up just fine too. and no, in Necros compiling GUI or whatever it's called, there's no errors messages. also, you want the map file, or the compiled file, because if it is the later, it doesn't exist
 @ranhcase
#17901 posted by Newhouse [109.240.1.143] on 2016/12/24 23:11:51
Map file. There is email address on my profile page.
#17902 posted by ranhcase [179.197.44.45] on 2016/12/24 23:12:44
no! nevermind, it compiled finally! thanks
#17903 posted by Newhouse [109.240.1.143] on 2016/12/24 23:21:10
Glad it finally compiled.
#17904 posted by ranhcase [179.197.44.45] on 2016/12/25 00:11:15
no!!!! nevermind, although it compiled, it doesn't have lights, they don't show up no matter what i do! although the first time i did it, it was alright, but then i had to change somethings, and now it the lights don't appear!
 Lit
#17905 posted by Bloughsburgh [71.61.61.77] on 2016/12/25 00:39:17
Make sure Light is checked if using the GUI.
Check your output folder for a .lit file of your map's name. Delete, and re-compile and then see.
Keep at it and we will figure it all out.
#17906 posted by ranhcase [179.197.44.45] on 2016/12/25 01:18:23
i am using the GUi, and the light is checked.
i can't find any .lit file in my quake folder though.
#17907 posted by Mugwump [80.215.45.121] on 2016/12/25 01:24:20
The .lit files should be in your id1\maps folder, I think, alongside your .bsps
 ...Or Whatever Folder Your Bsp Is In...
#17908 posted by Mugwump [80.215.45.121] on 2016/12/25 01:25:59
 @ranhcase
#17909 posted by Newhouse [109.240.1.143] on 2016/12/25 05:22:02
Do you have Light entities on your map?
 How To Make Door Not Stop?
#17910 posted by Newhouse [109.240.122.19] on 2016/12/25 08:52:56
How to make door not stop opening or closing if it mashes some enemy to the pieces, I have been trying to create zombie masher, but soon as it touches zombie, masher stop and goes back up immediate. How to make it go all the way to the ground?
 Crusher
#17911 posted by negke [31.18.51.150] on 2016/12/25 09:54:55
Give the door "wait" "-1" (along with the toogle spawnflag and a trigger to keep it going.
Or use a func_train.
#17912 posted by Newhouse [109.240.122.19] on 2016/12/25 10:42:25
If -1 wait basically makes it stay open/closed after triggering it once.. is this "toggle spawnflag" something different?
#17913 posted by Newhouse [109.240.122.19] on 2016/12/25 10:45:27
Should I trigger at the same time also trigger_relay and make that rise the crusher back up later, after waiting couple seconds (delay)?
#17914 posted by negke [31.18.51.150] on 2016/12/25 12:06:20
The wait value makes it crush things to death in order to fully close, the additional toggle flag allows it to open/close multiple times.
For permanent, constantly moving crushers the func_train solution is better.
 Thank You*
#17915 posted by Newhouse [109.240.122.19] on 2016/12/25 12:18:57
#17916 posted by ranhcase [179.197.44.45] on 2016/12/25 13:42:27
i know the .lit files should be in the id1\maps folder, but they are not there, and my map does have light entities on it
 CutNodePortals_r
#17917 posted by Rick [75.65.153.192] on 2016/12/25 16:22:48
This is just a warning. This may be caused by planes that intersect at very acute angles. Check for "invisible walls" near the area specified. If you don't notice any problems it can usually be ignored. Making sure all vertexes are on a grid of 4 or larger might help.
 Ranhcase
#17918 posted by Mugwump [80.215.77.6] on 2016/12/25 19:59:41
Have you done a search on your computer for your bsp's .lit file? Maybe it's been saved somewhere else for some reason. If not, maybe check your saving output paths?
#17919 posted by ranhcase [179.197.47.16] on 2016/12/25 22:26:16
i've done that, all .lit files are from Hexen II, and i'm not mapping for Hexen.
Also, is there a tool like the necro's gui to compile maps, but for Quake II?
 @rick
#17920 posted by damage_inc [172.56.27.69] on 2016/12/25 23:43:57
Thanks for the info.
I think we may have found a way to fix and avoid getting the errors, as well as not scrapping the map, yay.
#17921 posted by Mugwump [80.215.153.26] on 2016/12/26 08:23:58
Not sure what you mean by all .lit files are from Hexen II.
Necros' GUI is just an interface that uses external tools. Trenchbroom 2 supports Quake II mapping and has a built-in compiling interface. Its configuration is a little less n00b-friendly than Necros' but should work fine.
#17922 posted by skacky [82.229.36.95] on 2016/12/26 12:08:54
.lit files are only created if you use colored lighting. There is no point in looking for these if your lights are all desat.
 Ranhcase
#17923 posted by skacky [82.229.36.95] on 2016/12/26 12:20:13
A few questions:
Does light compile fine? No errors? Are you sure your light values are correct? When you launch the map, is everything pitch black or fullbright?
 Lit Creation
#17924 posted by negke [31.18.51.150] on 2016/12/26 12:30:10
Some light tools do generate .lit files even if there are no actual colored lights in the level!
However, a map with standard lighting (=no colors) does not need a .lit file as the normal lightmap data is baked into the .bsp file.
#17925 posted by ranhcase [179.197.47.16] on 2016/12/26 16:04:14
light seems to compile fine, atleast there's no errors there. when i open the map is fullbright
so Necros's GUI supports Quake II? Because, i do know that Trenchbroom 2 has a compiling interface in it, the problem is that i never managed to get it working.
Also, what i mean is that all .lit files are from Hexen II, not Quake
#17926 posted by skacky [82.229.36.95] on 2016/12/26 18:53:32
What happens when you type r_fullbright 0 in the console?
negke: interesting, I wasn't aware of that. I don't really see the purpose though.
#17927 posted by ranhcase [179.197.47.16] on 2016/12/26 19:00:54
nothing happens
#17928 posted by Mugwump [80.215.154.135] on 2016/12/26 19:19:17
so Necros's GUI supports Quake II?
I have no idea but if Q2 tools are similar to Q1 tools, I don't see why not. Like I said, it's just an interface that runs external programs.
what i mean is that all .lit files are from Hexen II
Yes, you've already said that. I suppose you mean that searching for .lits on your computer only returned results belonging in your Hexen II folder.
#17929 posted by ranhcase [179.197.47.16] on 2016/12/26 19:23:16
Yes! Exactly, searching for .lit files resulted only in Hexen II files
#17930 posted by lpowell [24.94.9.199] on 2016/12/26 21:08:25
So I've been trying to make a button which causes part of the wall to move out to create steps so the player can walk up to an otherwise inaccessible area. I had some trouble getting it to work, and I think I did... but I have no idea why it works.
Basically the button is a regular func_button and the two steps are func_doors. My initial setup was to have the button trigger both doors, each of which has a different lip key (they are the same length in the direction that they move) so they form steps when opened. When I tested this, however, they both moved the same distance. Then I set it up so the button only targeted the bottom step, and the bottom func_door targeted the top one. When I tested *that* they didn't move at all.
My next plan was to return to the original trigget setup, give the func_doors the same lip key, and make the bottom func_door longer in the direction that it opens so it would extend father before reaching the "lip distance"... but before I tried that I went to fix some other things and just deleted all targets and targetnames associated with the top step so that only the bottom one was set up, leaving the top a normal func_door with no trigger setups... and *this* made it do exactly what I wanted it to do.
So why did my first attempts not work, but my third attempt (which was not even a real attempt) did?
 @lpowell Re: Steps
#17931 posted by damage_inc [172.56.26.197] on 2016/12/26 23:35:29
Are your steps(func_door's) touching each other?
Try the "Don't Link" spawnflag under the "flags" tab(or wherever you set entity flags in your editor).
Should be good to go.
#17932 posted by topher [190.210.159.117] on 2016/12/27 00:07:42
http://imgur.com/a/KjrgN
after one week i'm starting to build rooms.
my first room!
it's weird. i never made any type of art, but i can see pouring my creative energies in this way.
but the monsters don't get any ilumination when they step above the bars
i have a func_wall with skip textures because monster don't walk otherwise. i tried putting a regular brush with skip or clip textures and it didn't work.
but, in any case, that's not important in this room.
the problem is when models step above the bars they get rendered totally black. even when i move all the brushes to world
 Btw I Did This, All Was Fine.
#17933 posted by damage_inc [172.56.26.197] on 2016/12/27 00:13:49
Create a func_button with "target = steps"
Create a func_door(s), your steps, with "targetname = steps"
^^^ steps need to be separately created as func_doors or they operate as one. You probably know that.
If your steps touch each other set the "Don't Link" spawnflag.
You have to set direction for the steps. In this basic setup without modifying any lip values the button will open the doors in which ever directions you set for a distance of their length minus 8 units.
Hope this helps.
Also, the button triggering one door and then that door triggering the next door... worked for me.
 @topher
#17934 posted by damage_inc [172.56.26.197] on 2016/12/27 00:21:46
I believe monsters(models) take their lighting form the "lowest" floor.
Meaning that, wherever the monster can walk(horizontally), all lighting needs to be consistent across 3D vertical space for the monster to be lit correctly.
I recently had this issue as well, it drove me crazy.
#17935 posted by lpowell [24.94.9.199] on 2016/12/27 02:35:46
@damage_inc, they are touching; I didn't know touching func_door brushes would "link," that's probably what's causing both the "correct" and "incorrect" behavior. I think I can puzzle out what is going on.
And now for an unrelated question, which texture WADs have some cool stained-glass windows? Aside from id, rogue, and knave.
#17936 posted by Mugwump [80.215.159.146] on 2016/12/27 04:10:06
Off the top of my head, there's a large one in Chicosruin.
 Door Don't Link
#17937 posted by Rick [75.65.153.192] on 2016/12/27 04:45:02
I set this off always. Most of the time it's not what you want.
Daikatana has some stained glass textures as does Wolfenstein (RTCW).
#17938 posted by Newhouse [188.238.121.157] on 2016/12/27 17:28:04
Why Door that should be open after trigger_counter calls it, it opens when some other door opens near it? Don't link doesn't work, I tried all kinds of possible combinations and nothing. What should I do? (yes, I'm doing vanilla Quake map, no mods)
 Triple Check
#17939 posted by Bloughsburgh [75.151.243.225] on 2016/12/27 17:42:27
I know you just stated so but be sure that ALL func_doors near the issue have Don't Link checked. It could be just one side of a door that is the culprit.
Secondly, make sure there isn't a targetname on one of the func_doors that could be causing an issue. Triple check both sides of the doors just to be sure. (Assuming you have 2 sides to each door.)
 In Id1 Progs
#17940 posted by Shamblernaut [121.45.229.244] on 2016/12/27 19:32:49
how does one force mobs to infight?
#17941 posted by Baker [69.47.142.25] on 2016/12/27 19:47:15
Setting aside the possibility of an elaborate high radius, low damage explosion with the owner somehow being assigned to a specific monster and initiated with negke-like trick ...
It is not possible because monsters do not look for other monsters, they look only for player.
Maybe you could change the QuakeC, but then it isn't id1 progs.
#17942 posted by lpowell [24.94.9.199] on 2016/12/27 19:47:37
Thanks, I'll check those WADs.
Finally... would Nihilism Unlimited care if I put the zer tree model into an AD map? I'm looking at the zer readme now and most of those emails look like they're dead as a doornail. Alternatively if anyone has an uo-to-date info for someone on the team....
 Nihilism Unlimited.
#17943 posted by onetruepurple [37.8.230.83] on 2016/12/27 20:08:41
Darin McNeil (the main Zer programmer) works at id, maybe you can ask them: http://www.idsoftware.com/en-us#section-contact
 Serious Answer.
#17944 posted by onetruepurple [37.8.230.83] on 2016/12/27 20:11:57
It's a pretty shoddy model from a 1997 freeware mod, you can use it.
#17945 posted by negke [31.18.51.150] on 2016/12/28 00:20:07
Aren't there brush-modeled trees in some of the AD maps? If you're concerned about this, you could just copy these as the sources are included and permit re-use.
 There's One In Ad_azad
#17946 posted by Mugwump [80.215.40.12] on 2016/12/28 00:26:41
in the top floor section, where you fight the necromancers.
 Quake1 Trees
#17947 posted by madfox [84.84.178.104] on 2016/12/29 03:35:09
I just made an asset for quake trees.
Maybe there's something of your interest?
Q1Tree
 Eviscerated
#17948 posted by Bloughsburgh [75.151.243.225] on 2016/12/29 16:23:16
Is it a thing that a fiend will cause double damage if it leap attacks you while you are in midair?
I have a section where you are swimming upwards, and a fiend has a chance to leap at you. Every time I get hit by the leap I die instantly. I even had Yellow armor at 100HP!
#17949 posted by Kinn [86.131.182.165] on 2016/12/29 16:44:34
sounds like the fiend instagib bug where a fiend will kill you if it lands on your head - this has been in quake right from the start (feature lolol)
 Brutal
#17950 posted by Bloughsburgh [75.151.243.225] on 2016/12/29 16:51:59
Ah that describes what is happening. Hmm, I basically have an insta-kill "trap" at the moment. I'll have to re-work something. Thanks Kinn!
#17951 posted by topher [190.210.159.117] on 2016/12/29 16:56:22
it happened to me being gibbed by one of that leaps
you may be right, but i can't recall correctly when or how much health i had
but the player can be gibbed normally, because gib threshold for the player is -40.
acording to quakeC
damage of leap:: ldmg = 40 + 10*random();
perhaps the demon is jumping again in mid-air?
 Multiple Collisions
#17952 posted by Preach [82.46.16.57] on 2016/12/29 18:53:08
The fiend deals damage in every every frame to each entity that it collides with, until it is resting on the ground. In a normal sideways leap the first collision stops the fiend's horizontal movement, so it doesn't collide with you on the second frame because it's not moving towards you.
Two things go wrong when the fiend attacks from above. Firstly, landing on a player doesn't count as resting on the ground for the fiend, so the attack animation continues after it hits you. Secondly, although the first collision cancelled its vertical motion, gravity accelerates it down again next frame, so you get repeated collisions. It isn't doing any more damage than normal per collision, it's just multiple collisions that stack to create near-instant death.
In Quoth there's a crude fix to this problem - leaping monsters can only inflict damage once per leap. If you're mapping for the vanilla jam then there's no workaround other than making sure the fiend can't attack from that far above.
 What A Fiend
#17953 posted by Bloughsburgh [75.151.243.225] on 2016/12/29 19:22:57
Thanks Preach, that about explains every facet of the fiend dilemma I could be having. I moved the fiend back a bit and his jump hasn't one-shot me in about 10 tests (Since you are now more or less horizontal with the bastard at the time.) I may leave it this way or just slap an ogre down instead.
 It Does Not Resolve THE Real Question...
#17954 posted by JPL [82.234.167.238] on 2016/12/29 20:20:29
.. do Fiends have eyes ?
#17955 posted by skacky [90.0.199.95] on 2016/12/29 20:22:31
Yes.
 #17954
#17956 posted by Kinn [86.131.182.165] on 2016/12/29 20:33:30
No, but before you gib, you do have about 1/100th of a second to look up and possibly resolve the age-old question of "do fiends have willies?"
 Yes
#17957 posted by onetruepurple [83.22.255.254] on 2016/12/29 20:51:33
To both eyes and willits.
 LOL
#17958 posted by mfx [78.55.74.33] on 2016/12/29 20:52:30
 Fiends Have Tim Willits?
#17959 posted by Mugwump [80.215.99.38] on 2016/12/29 21:47:24
Poor guy...
 There's No Love For Willits
#17960 posted by killpixel [174.48.226.83] on 2016/12/30 04:58:09
not even in the doomworld forums. How much of the id old guard remains anyway? cloud, willits... is that it? I suppose stratton should be counted too.
#17961 posted by Newhouse [188.238.4.67] on 2016/12/31 14:01:47
How do you remove wind ambient sound in vanilla Quake?
 #17961
#17962 posted by Kinn [86.131.182.165] on 2016/12/31 14:09:03
add -noambientsky to the vis command line
 Thank You~
#17963 posted by Newhouse [188.238.4.67] on 2016/12/31 14:38:33
 How Do I Compile Maps In Trenchbroom Mac OS X
#17964 posted by Naitelveni [91.153.6.110] on 2017/01/02 23:53:34
Help me! i have no clue O_o
i've been compiling maps in console with windows, and now im tired of rebooting my computer everytime i want to map.
i need a total beginners guide, step by step.
 Did You Read The Manual?
#17965 posted by SleepwalkR [87.146.47.15] on 2017/01/03 00:28:53
 YES
#17966 posted by Naitelveni [91.153.6.110] on 2017/01/03 01:00:23
it didnt help me, its alot easier on windows to create a .bat file :/
please, i need help
 Naitelveni
#17967 posted by khreathor [95.160.158.215] on 2017/01/03 03:11:35
Have you tried using Automator to generate simple batch file?
 Nope, Whats That?
#17968 posted by Naitelveni [91.153.6.110] on 2017/01/03 03:29:59
please tell me more.
 What About The Builtin Compilation Support
#17969 posted by SleepwalkR [87.146.50.194] on 2017/01/03 07:07:18
in TB2? Shouldn't that do what you want?
 I Dont Understand
#17970 posted by Naitelveni [91.153.6.110] on 2017/01/03 15:32:38
 Look For The Section In The Manual
#17971 posted by SleepwalkR [80.187.122.56] on 2017/01/03 16:33:44
TB2 can launch your compilers for you, so you don't need to create a batch file or shell script. You have to set it up though, it's under Run > Compile in the menu.
 FIXED
#17972 posted by Naitelveni [91.153.6.110] on 2017/01/03 16:41:20
The pathing was all screwed up, the automatic system didnt work for some reason, and I had to rename all the parameters in the runtools.
Thank you Khreathor for helping me! :)
#17973 posted by [91.217.18.31] on 2017/01/03 16:48:30
You're welcome :)
@SleepwalkR
We figured it out through TB2, as you suggested.
 How To Make Landscape For Quake Map?
#17974 posted by DOOMer [95.73.244.95] on 2017/01/03 18:18:19
In modern level editors (e.g J.A.C.K. or TrenchBroom v2).
 DOOMer
#17975 posted by Bloughsburgh [75.151.243.225] on 2017/01/03 18:21:33
If you mean things like rock walls and bumpy ground then this is a great guide:
http://www.simonoc.com/pages/articles/rockwall1_1.htm
You can use the same tutorial for ground terrain, just make it less pronounced.
#17976 posted by topher [186.124.190.94] on 2017/01/03 19:05:28
and with tyrutils-ericw light.exe you have phong too!
it really helps like sock says
#17977 posted by mukor [73.94.119.159] on 2017/01/03 19:08:09
I was soooo confused by landscape until TrenchBroom and its Vertex Manipulation came along.
Everything clicked after that.
#17978 posted by DOOMer [95.73.244.95] on 2017/01/03 19:15:37
@Bloughsburgh, thanks for link.
@topher, thanks for note about tyrutils-ericw. Yes, I use this compilers.
@mukor, now i trying use Trencchbroom2 for create simple structure, but while it turns out badly :( This editor is very hardly for me.
 Wanna Try J.A.C.K Editor?
#17979 posted by Newhouse [188.238.56.194] on 2017/01/03 19:20:55
 Enemy Combos?
#17980 posted by dumptruck_ds [168.161.192.15] on 2017/01/03 19:34:44
I've been creating MP maps for a long time but SP is a new world for me and I do enjoy it. Wondering what enemy combos work more effectively and which ones don't work for other mappers? I have the tendency to combine a bunch of monster types but I'm not always happy with the results. Especially after seeing demos of my retrojam map.
Infighting is cool but I think it gets in the way of gameplay a lot so I need to keep learning about monsters placement and combos. Any input is appreciated.
 Newhouse
#17981 posted by DOOMer [95.73.244.95] on 2017/01/03 19:35:41
I used J.A.C.K in past year. This good replace for classic WorldCraft1.6 and GtkRadiant 1.5.
#17982 posted by mukor [73.94.119.159] on 2017/01/03 19:43:53
The basic idea in creating worthwhile battles with multiple enemies is mixing enemies of different attack types. ie projectile and melee or land and flying enemies.
sorry for being so brief, im on my way out the door. just wanted to get something out there in case conversation picks up in my absence.
 @dumptruck_ds
#17983 posted by Newhouse [188.238.56.194] on 2017/01/03 20:59:50
In AD mod at least you can check "noinfighting", that is something I am going to use also.
 @newhouse
#17984 posted by dumptruck_ds [168.161.192.15] on 2017/01/04 00:30:14
I was unaware of that. Nice. I haven't even gotten to 1.5 yet. :(
#17985 posted by Newhouse [188.238.121.28] on 2017/01/04 07:27:28
But since it changes a lot of things, it has to be introduced to player somehow. Only way might be letting player to make mistake in a non-dangerous situation, if not using text messages and stating that fact directly to the player that something is changed and the experience might be different.
 Pushing My +3Buttons
#17986 posted by Bloughsburgh [75.151.243.225] on 2017/01/04 21:27:42
Dumb question but my mind is fried.
What would be the reason when I push a button the texture doesn't switch to its off texture?
These are just the standard quake symbol textures I've used plenty of times before with no issue. The same thing is happening with shoot buttons as well. I thought maybe it was the .wad but it is happening for any +# textures for buttons.
Blah!
 Including It
#17987 posted by Preach [82.46.16.57] on 2017/01/05 18:47:11
Are you including the +abutton frame in your map anywhere? Some compilers don't automatically include the animation textures, try applying that frame to a hidden face on a brush and recompile, then see if it works that time.
#17988 posted by Rick [75.65.153.192] on 2017/01/05 21:25:06
I thought all the modern compilers fixed that problem, but yeah that could be it. I used to always include every texture in the sequence of any animated textures on a random brush somewhere, just in case.
 Doors
#17989 posted by Bloughsburgh [75.151.243.225] on 2017/01/06 15:51:24
Question:
Why does my double door start open when the level starts...but then closes after it's designated wait time. It then acts like a normal door from then on out.
Trying "Don't Link" causes the doors to not open at all. They do not have a targetname and are set to just be normal doors.
"Start Open" is not checked.
Da hell.
 And Answer
#17990 posted by Bloughsburgh [75.151.243.225] on 2017/01/06 15:55:42
Ugh, hate when I figure something out after finally submitting to asking.
Apparently doors want to try to open themselves for one time at the start of a level if there is a func_button nearby? What's the explanation for this occurrence? Solved but moving the button a few units away...but the button was already about 16 from the side of the door.
Is there a trick to making this work?
#17991 posted by Newhouse [188.238.56.194] on 2017/01/06 23:20:24
Ahem.. this is a bad solution but, try giving all of them targetname, that way I fixed problems on my rj6 map. (I guess warnings about not using targetname, isn't critical?)
 @Bloughsburgh
#17992 posted by damage_inc [172.56.27.78] on 2017/01/07 17:36:16
I think you have something else going on to cause your doors to act like that.
I have a "junk.map" that I try things out in when someone posts a problem like this. I couldn't duplicate it :(
I created a brush, then shift drag/copied it right next to itself, set each one separately as a func_door setting their open directions to opposite each other. Didn't do anything else to them.
Then I created a func_button and no matter where I placed it, my doors didn't open on map start. I even had the button inside the doors!
I'd say spend a few minutes creating a test map and see
 Ugh, Meant To Hit Preview
#17993 posted by damage_inc [172.56.27.78] on 2017/01/07 17:40:17
I guess my above post is finished enough even though I accidentally hit submit instead of preview :(
Anyway, sorry couldn't help more.
 No Idea
#17994 posted by Bloughsburgh [71.61.61.77] on 2017/01/07 17:53:57
Yeah I have no clue, but the only thing I do know is that moving the button to another place in the room away from the door resolved the issue.
Thanks for trying to test stuff out! :)
#17995 posted by Mugwump [80.215.203.99] on 2017/01/08 00:08:35
I even had the button inside the doors!
I didn't know that was possible! Did it work fine? It's giving me an idea for doors in base/tech environments.
#17996 posted by ericw [108.173.17.134] on 2017/01/08 00:11:53
Only Quoth (afaik) has a special func_button variant that can be attached to a door:
https://tomeofpreach.wordpress.com/quoth/tutorial/func_door_button/
 Button
#17997 posted by Bloughsburgh [71.61.61.77] on 2017/01/08 01:06:28
I just made a small hole in the door, I mean once the door opened, you could look into the frame of the door into a hole where the button sat.
#17998 posted by metlslime [67.161.57.57] on 2017/01/08 09:10:40
don't kill, the light, just turn it off by targetting it.
#17999 posted by metlslime [67.161.57.57] on 2017/01/08 09:12:02
okay, disregard that, i was replying to a question 700 posts ago.
 Better Late Than Never!
#18000 posted by negke [31.18.51.150] on 2017/01/08 10:24:56
 Thanks Eric!
#18001 posted by Mugwump [80.214.76.46] on 2017/01/08 11:05:32
That's aweso... oh, Quoth. Damn.
 DP Alpha
#18002 posted by Bloughsburgh [71.61.61.77] on 2017/01/08 15:44:21
Does DarkPlaces not support { alpha textures?
I am using vines from ad_start.wad and it works fine in every engine but DP...I get the pink texture along with the vines instead.
 Scratch That
#18003 posted by Bloughsburgh [71.61.61.77] on 2017/01/08 16:19:53
Uses the latest autobuild and the vines work fine so that's great.
But there is a kicker. Does DP support the alpha key on func entities?
Looks like my func_illusionaries are using alpha 1 even though set to .65.
Blah, as long as the vines work that's cool with me.
#18004 posted by Pritchard [121.219.46.73] on 2017/01/09 04:42:10
Post #18000, nice.
Also, I'd be very surprised if DP didn't support brush entity alpha. Perhaps it was broken in the most recent autobuild or something? I wouldn't know, I don't use the engine.
 .alpha Requires Progs Support In DP; Doesn't In FitzQuake + Company
#18005 posted by Baker [69.47.142.25] on 2017/01/09 05:08:57
DarkPlaces supports .alpha, but it must be a field in the progs.dat
Since id1 doesn't have an .alpha field in the progs, stock id1 in DarkPlaces won't support .alpha but Quoth or Arcane Dimensions would since they have a .alpha field in the progs.
FitzQuake automatically "inserts an .alpha field into the progs at load time" if protocol 666 is being used, so the progs doesn't matter.
#18006 posted by Baker [69.47.142.25] on 2017/01/09 05:11:28
.alpha is a fully transparent entity, like a translucent glass window.
Entirely different from alpha masking "{", which current DarkPlaces autobuild does support. Using "{" will simply "just work" all the time in any supporting engine.
 Ummm... Alpha 1
#18007 posted by damage_inc [172.56.26.1] on 2017/01/09 10:35:32
Works in my DP's with stock id1, I just tested it. You use "alpha" btw, not ".alpha".
Also, I know in Gotshun's Jump map we used "alpha"(for translucent windows) and { (for the alpha masked frame) together for the windows and it was stock progs. Worked fine.
Just relaying my experiences.
 Screenshot
#18008 posted by damage_inc [172.56.26.1] on 2017/01/09 11:02:07
Just a box map with a player start, 2 lights and a func_wall with an alpha key set to .6
Note that, I only got this effect with func_wall's, illusionaries and detail was no bueno.
http://imgur.com/a/VmOhL
DP build is in the console, but I'm pretty sure this has worked for years for me.
 Thanks
#18009 posted by Bloughsburgh [75.151.243.225] on 2017/01/09 13:27:17
Thanks Baker that pretty much explains the current situation. The { work fine I just needed a newer build but the alpha key does not...and it also explains why Quoth and AD work but not id1.
damage_inc: Ah there we have it...my issue is happening with func_illusionaries...I actually do not have any func walls using alpha. Thanks for testing!
 Func_door No Block?
#18010 posted by narcaloid [93.190.140.61] on 2017/01/10 16:24:27
Hi all, how do I make a func_door that does not get blocked by a player/monster? (i.e. just keeps crushing without going back)
 Narcaloid
#18011 posted by negke [31.18.51.150] on 2017/01/10 19:01:51
 WTF?
#18012 posted by Naitelveni [91.153.6.110] on 2017/01/10 19:36:57
i dont understand this.
why cant i compile?
http://imgur.com/a/9UTvn
#18013 posted by negke [31.18.51.150] on 2017/01/10 19:46:04
Impossible to tell. Check the compiler .log files; presumably QBSP failed for some reason.
By the way, you run VIS with either -fast or -level 4, not both in the same command line. Fast is for testing, level 4 is precise one for release.
 Negke
#18014 posted by narcaloid [93.190.140.61] on 2017/01/10 19:52:11
Thanks!
 Check The Compiler .log Files; Presumably QBSP Failed For Some Reason
#18015 posted by Naitelveni [91.153.6.110] on 2017/01/10 20:29:16
i dont have any
#18016 posted by [91.153.6.110] on 2017/01/10 20:34:49
compiling is very difficult...
#18017 posted by Naitelveni [91.153.6.110] on 2017/01/10 20:35:18
compailing is very difficult
#18018 posted by Naitelveni [91.153.6.110] on 2017/01/10 20:35:41
i had to reboot into windowa so i can compile
 A Tip For The New Guys
#18019 posted by negke [31.18.51.150] on 2017/01/10 21:19:59
Since there are many new mappers here - I recommend doing some research on basics of compiling a map.
This may be a starting point. BJP's Q1Tooltips and his Vis readme contain some useful information for troubleshooting and general knowledge, too.
I'm posting this, because in recent releases I noticed some levels were leaking and/or unvised or only fastvised, and that may have been due to a lack of understanding and possibly the uncritical use of compiling GUIs or in-editor scripts. Maybe run each of the tools in a command prompt window at least once to see what happens, or look for log files in the corresponding directories, e.g. qbsp.log. I'm critical of GUIs and script for reason that there's a risk of them swallowing important warnings and error messages which then go unnoticed for the unaware user.
On leaks/VIS: the basic idea is that a map must be air-tight, completely sealed off to the "outside", otherwise QBSP will report a leak. Another way to recognize a leak is by noclipping outside of the level, and if you can't see the interior but instead the backsides of the outer walls, you know something's wrong.
In this case, QBSP will generate a .pts file. When placed alongside the .bsp in the maps directory, you can use the pointfile console command to display a dotted line leading from towards the leaking spot. Some editors can load the .pts file as well. When located, it can be plugged; usually it's obvious and straightforward, though occasionally it can be quite obscure. More often than not a map has several leaks, so you may have to repeat the process.
Once the map is properly sealed, and only then, QBSP will generate a .prt file. It contains information on the vis portals the level is made up of, so to speak. This file is required for VIS to calculate the visibility of the world ('what is visible from where', so the game doesn't have to render the whole map at once)- without it, VIS cannot run.
There are two command line switches for VIS that matter here: -fast which does a quick but sloppy calculation used for testing purposes, and -level 4 which runs a slow and precise calculation = the one you must use for the final release. Depending on the size and structure of the level, this can take a while (although with multithreading tools and detail brushes, it's not much of a problem these days). A fullvis is important. Don't listen to people saying it's not because modern systems can handle it and so on!
To get an idea about how it works, you can check in game: using Fitzquake or Quakespasm, load one of the original maps and type r_showtris 1 in the console, then walk around and see how stuff appears and disappears if it's sufficiently blocked by other geometry.
By the way, the .vis file is just an autosave of the current state of the VIS process (because you can stop and resume it if necessary). After the job is done, the file is useless. Don't include it in your release.
#18020 posted by onetruepurple [37.8.230.53] on 2017/01/10 21:37:00
by Bengt Jardrup, v0.19 Jan 12 2007
Almost 10 years!
 VIS, Is There Really A Need?
#18021 posted by damage_inc [172.56.27.73] on 2017/01/10 23:16:13
I know I know... don't shoot me.
VIS's only function is to make a map play "fast"/smooth right? Meaning, have the best frames possible. But with PC's today, even my old rig here, all levels typically play fast.
One night at Gotshun's we were looking through some of the large levels and were surprised to see quite a few had no VIS at all. Or at least "showtris 1" didn't show that anything was being removed/hidden from view.
This is why I ask this question. Is there some other benefit?
OFC, there's no ambient sky and water without at least running -fast(true?).
 Vis
#18022 posted by Kinn [86.131.182.165] on 2017/01/10 23:57:54
Ignoring world polys for a minute, I think only having to deal with the entities that are in the PVS has a big benefit - a coder should be able to explain better.
 #18021
#18023 posted by onetruepurple [37.8.230.53] on 2017/01/11 00:00:10
Don't be ridiculous. With proper mapping and use of func_detail, full vis will take seconds on a map that would have otherwise taken months.
Nowadays light is an exponentially bigger bottleneck in compiling than vis.
#18024 posted by onetruepurple [37.8.230.53] on 2017/01/11 00:01:29
 @damage
#18025 posted by Baker [69.47.142.25] on 2017/01/11 02:25:01
DarkPlaces doesn't support per entity alpha unless the progs supports the field
Here are pictures of the map petes1, which I believe you are familiar with ... and these pictures show the lack of translucency ...
DarkPlaces October 2016 build | DarkPlaces January 2017
Possibilities:
You have something in your Quake folder you don't realize. DarkPlaces reads every single pak and pk3 in your Quake folder regardless of the name, and will load any free floating file sitting around.
Plus there is an extra Windows directory under "Users" where something could have downloaded and it'll read from there too.
 Wait, What?
#18026 posted by killpixel [174.48.226.83] on 2017/01/11 05:48:55
I thought the last dp build was from 2014? where can I find these later builds?
 @Baker
#18027 posted by damage_inc [172.56.27.247] on 2017/01/11 05:54:58
Here's my test DP's Quake and id1 directories:
http://imgur.com/a/1bVeR
pak2 is simply the watervissed maps and pak3 is mine which is simply a different console background.
I have no clue why it works for me, strange. Sorry if I've misled anyone.
 @kp
#18028 posted by ericw [108.173.17.134] on 2017/01/11 06:08:02
https://icculus.org/twilight/darkplaces/download.html
The links under "Latest development autobuild release (updated every 6 hours)"
 Pak0.pak Seems Legit
#18029 posted by damage_inc [172.56.26.124] on 2017/01/11 06:10:59
I checked the size of my pak0.pak(17.8 MB | 18,689,235 bytes), it matches what is in the QuakeWiki(1996-10-01 14:25:58 18689235).
 Ericw
#18030 posted by killpixel [174.48.226.83] on 2017/01/11 06:38:32
thanks, hidden in plain sight :P
 @damage
#18031 posted by Baker [69.47.142.25] on 2017/01/11 06:50:07
Don't know. Being the master of your own Quake folder is something everyone personally has to bring to the party. ;-)
Keep in mind Bloughsburgh asked why DarkPlaces doesn't support entity alpha for stock id1.
Why would he make that up?
/If you see what I mean there, haha ;-)
 @damage
#18032 posted by Baker [69.47.142.25] on 2017/01/11 07:06:59
That being said, I did some more tests and there is some sort of X factor going on here.
Perhaps something not well known about DarkPlaces.
I did a rough test with an external .ent file and it worked. But petes1.bsp doesn't?
So something strange or not well known is happening?
#18033 posted by damage_inc [208.54.85.134] on 2017/01/11 07:12:18
Baker:Keep in mind Bloughsburgh asked why DarkPlaces doesn't support entity alpha for stock id1.
Why would he make that up?
Bloughsburgh:damage_inc: Ah there we have it...my issue is happening with func_illusionaries...I actually do not have any func walls using alpha.
He wasn't making it up.
IIRC, petes1 works as intended in QS but the brush settings are to subtle then for DP's. I to thought it didn't work, as well as someone on here, I forget the name of the person... but it does.
I'm not trying to be argumentative and hope it doesn't come off that way. I just want to know ;)
 @damage
#18034 posted by Baker [69.47.142.25] on 2017/01/11 07:23:36
I did some more tests using external .ent files.
And entity alpha does seem to work in DarkPlaces?
Yet petes1.bsp doesn't? Not even when using Quoth.
So ... perhaps you are correct or there is something missing piece of information that would explain this?
I do know that historically DarkPlaces required an alpha field in the progs.dat to support alpha, which is one reason mods like Quoth have that field.
But apparently this has changed, and I get that because that's just the nature of engines adapting.
But I don't understand why it isn't being consistent.
+1 mysteries of the universe.
Looks like damage isn't insane and is in fact correct.
Baker's example may be correct and should show entity alpha, but doesn't but perhaps for different reason than the current topic.
Then again we still have Bloughburgh's example?
Conclusion: Hell if I know!!!
 @damage ---
#18035 posted by Baker [69.47.142.25] on 2017/01/11 07:25:12
I wasn't trying to be either.
I think we both had good intents and wanted to get to the bottom of this.
Weird stuff. We both had affirmative examples, haha.
/Oh well ...
 Killpixel
#18036 posted by Mugwump [80.215.7.132] on 2017/01/11 07:36:41
With this link: https://icculus.org/twilight/darkplaces/files/?C=M;O=D you can even access all builds sorted from most recent to oldest. I suggest keeping this link handy.
#18037 posted by Mugwump [80.215.171.40] on 2017/01/11 07:43:17
IIRC, petes1 works as intended in QS but the brush settings are to subtle then for DP's. I to thought it didn't work, as well as someone on here, I forget the name of the person...
petes1 is Gotshun's Jump, right? In that case this person would be me. I originally thought the alpha on the windows didn't work but in fact it does, though it is indeed much less obvious than in QS.
 @Mugwump
#18038 posted by damage_inc [172.56.26.82] on 2017/01/11 08:02:38
YES, Jump and yes... you! Since we haven't conversed much I couldn't be sure it was you.
For just a map release you can't have both a QS setting and a DP setting for things. So we went with the highest common denominator, QS. Especially considering the <3 DP gets around here :-P
Also, to make matters worse for me using DP, I have both upper and lower sky scroll slowed down. Until you posted I didn't remember that :(
#18039 posted by Mugwump [90.24.135.21] on 2017/01/11 08:31:50
Especially considering the <3 DP gets around here
Not wrong. Though to be fair, Func_ is not the be-all-end-all of the Quake community. QuakeOne has more people who are only players, and while DP gets much more love there, you don't see many people talking about QS or Mark V...
For future maps, why not release two versions, one geared towards the Fitz/QS family and one for DP? They could both be included in the same archive to avoid a mess of engine-specific releases at Quaddicted. When I'm ready to release maps, that's what I intend to do if I notice such behavioral differences.
 Gamma / Brightness Of Maps
#18040 posted by dumptruck_ds [168.161.192.15] on 2017/01/11 23:56:15
I'm always afraid I making my maps too dark. I'll load up the id levels from time to time to do an eyeball comparison. But is there some more "formal" way of ensuring maps aren't too dark?
Maybe a way to measure levels on a screenshot in Photoshop or a similar method?
#18041 posted by Mugwump [80.215.46.167] on 2017/01/12 00:11:42
If your monitor is properly calibrated and your Quake set to default brightness/gamma, then if it's not too dark on your screen it should be good for most people.
Of course, there's also a matter of taste at play here: someone like NewHouse tends to make rather dark maps. I like it but I remember some people complaining about it when he released his first map. You can't please everyone.
 Question
#18042 posted by topher [190.210.159.117] on 2017/01/12 01:42:31
http://imgur.com/a/K40Wh
my question is:
if i have those two brushes, with non-integer vertices but with integer planes,, i can expect problems in-game, or weird qbsp problems?
how well qbsp handle rational numbers?
#18043 posted by Pritchard [110.148.118.214] on 2017/01/12 14:39:09
I like to have a bit of overlap in my brushes in that situation, so if things get rounded off or otherwise mangled they usually turn out okay anyway.
#18044 posted by Rick [75.65.153.192] on 2017/01/13 07:14:51
Intersecting brushes are generally okay. You can sometimes get odd lighting at the junction/seam where they meet. You could also create basically the same thing with separate brushes that have all vertices on grid.
 Help With Testing/launching
#18045 posted by ranhcase [201.78.108.138] on 2017/01/14 03:13:35
how do i get to actually test the level at its current state, what i mean is, when i try testing the level it says that the .bsp file doesn't exist on the maps folder, and if it was there before, it can be run but any change made won't appear. or is that not possible at all.
 @ranhcase
#18046 posted by damage_inc [172.56.26.187] on 2017/01/14 03:53:25
You should always be able to test your maps.
Without more information, there can only be three possibilities.
1)Your map has an error that stopped the compiler from creating the .bsp
2)You are compiling to a directory outside of "id1/maps", OR "your MOD/maps" and then not moving the file into the corresponding maps directory.
3)You are creating for a MOD and not launching with the -game "your MOD" parameter while having your .bsp saved in the "your MOD/maps" directory.
I think I covered it! HTH's
 @damage_inc
#18047 posted by ranhcase [201.78.108.138] on 2017/01/14 05:03:04
I don't think you understood me, or is me that is not understanding you well, i wan't to be able to test the map from the buil-in tool for launching the map, the "Run/Launch" tool
1)i managed to compile the map and runs fine in Quake 2
2)i'm compiling the map just fine. the .bsp file is in the base2q/maps folder and it is runing.
3)i'm not creating the map for any mods, just normal, clean Q2.
:/
 @ranhcase
#18048 posted by DOOMer [95.73.162.145] on 2017/01/14 07:20:36
What editor you use foe Q2 mapping? And what compiling tools you use for compile your map? Show log of the your compiling process.
 I Think Ranhcase Is Using Trenchbroom For Q2
#18049 posted by xaGe [208.105.136.99] on 2017/01/14 07:43:06
He mentioned it before previously, but not 100% certain though.
 @ranhcase
#18050 posted by damage_inc [208.54.85.177] on 2017/01/14 10:44:16
Yeah, it seems I didn't understand.
Is it that the "Run/Launch" tool doesn't have all the right path's setup?
I don't use TB so I'll stop here, hope you get it fixed.
#18051 posted by ranhcase [201.78.103.144] on 2017/01/14 15:49:12
yes, i'm using trenchbroom to map for q2, i think i've set the right path in the launch tool, but i'm not sure anymore...
#18052 posted by Mugwump [80.214.116.246] on 2017/01/14 16:00:46
If you're using Trenchbroom's built-in compiling interface, it should look like this: http://celephais.net/board/view_thread.php?id=60908&start=2480
 Ranhcase
#18053 posted by PuLSaR [188.170.202.103] on 2017/01/14 16:01:16
Did you try to manually put the bsp into the right folder and run a map using console command in game?
#18054 posted by Mugwump [80.214.114.165] on 2017/01/14 16:05:36
Pay attention to point 4 in the pic from the link.
 Ranhcase
#18055 posted by SleepwalkR [93.209.87.129] on 2017/01/14 18:22:31
You should post a screenshot of your compilation profile, i.e., the window from which you compile the map so that we can see if something is wrong with the paths.
#18056 posted by ranhcase [201.78.103.144] on 2017/01/14 20:40:17
i don't think i expressed myself very well, i can compile my map, any map, the thing is, i can't use the launch tool in trenchbroom to 'launch' the map from trenchbroom. Again, the map can be compiled, without any issue, is just the built-in launch tool that's not working...i don't even know if this is the right place to ask this.
#18057 posted by Mugwump [80.215.246.127] on 2017/01/14 21:07:15
is just the built-in launch tool that's not working
And this can be caused by a bad path in your compiling interface settings. As Sleep said, posting your profile could help pinpoint the issue, so do that. Have you checked the post I've linked in #18052?
#18058 posted by ranhcase [201.78.103.144] on 2017/01/15 00:11:34
I think this: ( http://i.imgur.com/omHjQeN.png ) is what you want
#18059 posted by Mugwump [80.215.172.47] on 2017/01/15 00:43:48
No, your compiling profile: click Run then Compile... A window pops up, this is it.
#18060 posted by Mugwump [80.215.172.47] on 2017/01/15 00:47:31
Don't forget to actually select your profile in that window, so the desired informations are visible, before taking your screenshot.
#18061 posted by mukor [73.94.119.98] on 2017/01/15 00:51:12
no mugwump. hes showing the right screen.
he has no trouble compiling or running his map in game. hes having trouble using trenchbrooms game launcher.
this would be better off in the trenchbroom thread, that being said.
but, to help with the problem, what version of trenchbroom are you using?
i believe previous versions had that feature broken.
Im using RC1 and it will load the map set up exactly as you have it written.
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC1
1. Is your map a part of a mod?
2. Can you load the map in game?
3. What happens when you try to launch with those given parameters you have typed in?
#18062 posted by mukor [73.94.119.98] on 2017/01/15 00:51:54
mind you im using quake and not quake 2 to test this, but it should be exactly the same.
#18063 posted by mukor [73.94.119.98] on 2017/01/15 00:55:45
I see a previous post of yours that answers my questions, Rahncase. Aside from number 3. let me know what happens when you try to launch the game with your current parameters.
Hopefully the version of TB I linked solves the issue.
 This Is What SleepwalkR Asked
#18064 posted by Mugwump [80.215.172.47] on 2017/01/15 00:56:34
Are you telling me the author doesn't know how to troubleshoot his own program?
#18065 posted by mukor [73.94.119.98] on 2017/01/15 00:59:02
Sleepwalkr misunderstood what he was asking for is all.
Once you start coming through with some compiled maps, Ill let people take advice from you.
 Mukor
#18066 posted by SleepwalkR [93.209.87.129] on 2017/01/15 01:11:41
The problem appears to be that the compilation profile doesn't properly copy the bsp to the required location inside of the game (probably baseq2/maps). That's why I asked for that, and not for the launch dialog, which seems fine at first glance.
#18067 posted by mukor [73.94.119.98] on 2017/01/15 01:20:21
He did SAY the bsps are in his baseq2 folder which is why i figured you maybe misinterpreted.
What sleep is saying is that at the end of your compilation setup you need to include "Copy Files" to move the necessary files from your working folder into your baseq2 folder.
Heres how mine is set up for Q1:
http://imgur.com/7FiizBR
#18068 posted by ranhcase [201.78.103.144] on 2017/01/15 02:25:47
i don't use the compiling tool from trenchbroom, i use a .bat file for compiling maps, i didn't managed to get that working a single time, and i can't figure it out at all (here is the setup for the .bat in case is necessary:( http://i.imgur.com/2E0xDj4.png ) .
trenchbroom 2.0.0 RC1
1)Is not part of any mod.
2)i can load the map in game completely fine
3)when i try to launch those parameters it runs the previous version of the map that is present on the /maps folder, if theres no .bsp file there, it says that the file doesn't exist.
#18069 posted by mukor [73.94.119.98] on 2017/01/15 04:48:06
the problem lies in your .bat. i dont what EXACTLY, but its definitely the problem.
In order to solve this i went ahead and learned Q2 map compiling and have a basic set up for you to copy.
first, if you dont have it already: download this: http://www.quake2.com/qworkshop/files/colormap.zip and extract it to baseq2/pics.
second, to get trenchbroom setup for compiling follow this: http://i.imgur.com/TIgJJ78.png
use the "+" circled in red to add each step of the compiling process.
In place of my locations for the compiling tools, use the "..." circled in green to add the locations of your tools.
This got a simple test.map to compile and run in standard quake. I launched the game from trenchbroom using the same parameters you currently have set: http://i.imgur.com/vsKkWmt.png
#18070 posted by ranhcase [201.78.103.144] on 2017/01/15 05:16:44
i just copied word by word from the image you send
it didn't work :/, here's the output http://i.imgur.com/HRGPMee.png
#18071 posted by mukor [73.94.119.98] on 2017/01/15 05:23:53
Youre telling QBSP to process a bsp file. it needs a .map. i underlined where i got this from:
http://imgur.com/iHxGKV1
Refer to my previous post and make sure youve copied everything properly.
#18072 posted by ranhcase [201.78.103.144] on 2017/01/15 14:59:48
it seems to be working fine now, but the copy file process isn't running.
#18073 posted by ranhcase [201.78.103.144] on 2017/01/15 15:02:00
no, nevermind, the copy file process is running as it should
#18074 posted by mukor [66.87.76.196] on 2017/01/15 15:43:49
So to clarify:
You can both compile with trenchbroom AND run your compiled maps from trenchbroom?
 TB In Mac
#18075 posted by Naitelveni [91.153.6.110] on 2017/01/15 17:29:58
In the compiling window, the box that has "..." does not work. I did manage to get the compiler to work in mac but i find it more difficult than building and running a batch file in windows.
#18076 posted by mukor [73.94.116.245] on 2017/01/15 17:34:42
Nait, please report that to github: https://github.com/kduske/TrenchBroom/issues
or allow me to do so on your behalf, if you dont have a github account/dont want to make one.
i strongly encourage active participation in reporting issues given you are currently doing a lot of mapping. plzkthx <3 :-*
#18077 posted by Naitelveni [91.153.6.110] on 2017/01/15 18:02:20
i dont have an github acccount, you can make the report on behaf of me.
 TB Compiling
#18078 posted by Naitelveni [91.153.6.110] on 2017/01/15 18:03:49
it would be cool if compiling maps would be totally automatic. You would have an Export option in the File menu and it would give a popup window with all the possible options that can be checked or unchecked and then you just press OK.
 Nait
#18079 posted by Bloughsburgh [71.61.61.77] on 2017/01/15 18:15:13
#18080 posted by Rick [75.65.153.192] on 2017/01/15 18:26:56
I've been using batch files and Windows 7 for nearly a decade without problems. Most issues can be avoided by not letting Windows think for you.
Put your Quake folder directly in the C: drive, keep your maps, the compiling programs, and your .bat file in Quake/maps
 Bloughsburgh
#18081 posted by Naitelveni [91.153.6.110] on 2017/01/15 23:09:33
Thanks! ill give this a try, i think with windows creating a bat-file is quite simple. and thats my main way of compiling with mapping on windows, with macs i dont know how to create batch files
 Surface Lighting?
#18083 posted by Newhouse [188.238.108.92] on 2017/01/18 02:01:39
What is this "surface lighting" people have been talking a lot lately, when and how to use it? Is there certain techniques I need to know?
 @newhouse
#18084 posted by dumptruck_ds [168.161.192.15] on 2017/01/18 02:10:23
Scroll down to the bottom of this page. Super helpful feature in ericw's compiling tools.
http://ericwa.github.io/tyrutils-ericw/
#18085 posted by Newhouse [109.240.89.169] on 2017/01/18 02:30:06
Really don't get it. Delay 2, light 150 is really strong combination. Then You have to pick texture for that _surface key, then it reflects it all over the place? Is this kind of replacing colored lighting in some cases, remember Pulsar talking about using it for lava in his explorejam2 map.
#18086 posted by mukor [73.94.118.103] on 2017/01/18 02:36:04
It emits light from the texture you set in the _surface key. Pretty simple concept, really.
Have a light texture? Use surface lighting to make the texture emit light. Instead of placing a bunch of light entities, you only have to place one with _surface set.
 @newhouse
#18087 posted by dumptruck_ds [168.161.192.15] on 2017/01/18 02:37:43
You can color the light or change the keys any way you want. That's just an example there. I believe there is a way to adjust how far from the surface of the texture the entity is placed and how many are placed over a large area. The default is 4 units from the surface and every 128 units a new light is added. It's all in the readme. So go map but go RTFM first. :P
#18089 posted by Newhouse [109.240.105.200] on 2017/01/18 14:50:35
Sorry I read it, and I don't understand it.
So it.. reflects light, does the light need to touch something or not? Or will it be automatically value for every surface texture (brush that has that texture).
Will then brush's face that has that same texture.. reflect light around it or what?
#18090 posted by Newhouse [109.240.105.200] on 2017/01/18 14:54:11
Sorry I'm over-thinking everything to be too complex, that is why I can't read manuals like you guys do.
#18091 posted by Bloughsburgh [75.151.243.225] on 2017/01/18 14:55:53
You have one point light entity with a texture name set on the _surface key
Now this one point light is considered a template and will not display light from itself.
But any texture with the name specified as the value in the _surface key will have that point light template applied about 2 units above the surface. You can use the _surface_offset (Maybe not the right formatting) to adjust how far the light template is from the texture.
So you could have 1 point light used to cast light from all of a specific light texture.
 Thank You Very Much
#18092 posted by Newhouse [109.240.105.200] on 2017/01/18 14:58:35
Now that makes sense, I simple prefer more practical answers.
#18093 posted by Newhouse [109.240.105.200] on 2017/01/18 15:02:09
This will good for plats and trains, and all kind of places where light wouldn't touch otherwise, right?
#18094 posted by Rick [75.65.153.192] on 2017/01/18 15:05:59
As I remember, you place one master light to define all the properties. One of those is the texture name. The others are all the normal light key/value settings. When light.exe runs, it automatically creates a light entity, with the properties you defined (brightness, delay, wait, etc), some number of units away from (in front of, below, above, etc) every surface with the texture you specified.
For surfaces above a certain size (64x64?) it starts adding more lights. This is where I always had problems. The way the surfaces were subdivided seemed erratic and unpredictable. Maybe that has gotten fixed, it's been a long time since I tried it.
 NewHouse
#18095 posted by Bloughsburgh [75.151.243.225] on 2017/01/18 15:12:58
You'll have to go into the editor and decide for yourself where surface lights could be used best.
The example of ericw's site is a good case for it though. Where any place where the small rune texture is used it gives off light.
Delay 2, light 150 was just an example...you could do anything you want. If your originally plan was to place a point light with a high wait value on every instance of a rune texture then _surface lighting makes a great deal of sense!
I haven't played with surface lighting all that much but for when I did it worked quite well. I still like to fine tune values for individual sources however as different room sizes can change how the light is displayed.
You can also make the _surface lights act as spotlights with the _surface_spotlight key and value of 1
 I Tried It, Results Weren't As Expected.
#18096 posted by Newhouse [109.240.105.200] on 2017/01/18 15:29:54
https://drive.google.com/file/d/0BwxYkKdSD855cUlrYVl1Vk14WDg/view?usp=sharing
It feels like it doesn't light everything equally, maybe that is something to expect.
So should it be like lamps, rune icons etc. and not plane surfaces? like in my case I tried to use texture I used for extending platforms.
 Surface
#18097 posted by Bloughsburgh [75.151.243.225] on 2017/01/18 15:47:57
I think that has to do with a new surface light being added every 128 units. So if you have large planes you are going to get some subdivisions and not the good Rush kind.
Lamps, and light textures in general are a much more suited option.
 @Bloughsburgh
#18098 posted by Newhouse [109.240.105.200] on 2017/01/18 16:34:51
But then again, it only works for maps where every light source from one specific texture is somewhat designed to be same, same range and intensity. Surface lighting would be good for giving this .. "ambient light" feel to some places that doesn't have much real light sources like fires, lamps etc.
You thinking about the same thing?
 @Rick
#18099 posted by Newhouse [109.240.105.200] on 2017/01/18 16:37:17
What is difference between delay 3 and 4?
 Lights
#18100 posted by Bloughsburgh [75.151.243.225] on 2017/01/18 16:53:29
maps where every light source from one specific texture is somewhat designed to be same, same range and intensity.
That's generally how lights should be...consistent so surface lighting could be beneficial here. In terms of ambient light where there are scarce sources of light then I just think of delay 5 lights.
#18101 posted by Newhouse [109.240.105.200] on 2017/01/18 17:35:21
Oh sorry, I use delay 2 and delay 5 together.. delay 2 would be consistent of course.
 Another Question About AD Mod
#18102 posted by Newhouse [109.240.105.200] on 2017/01/18 20:18:57
Is it possible to make door call target again, when it closes? For example I'm trying to turn on some lights when door opens, but when it closes it turns off lights.
 Aargh
#18103 posted by madfox [84.84.178.104] on 2017/01/18 20:31:52
this could have saved me so many light ents..,
 Doors
#18104 posted by Bloughsburgh [75.151.243.225] on 2017/01/18 20:37:06
So the issue is that the lights are targeted again when the doors close?
If you just want the lights to turn on when the door opens for some initial wow factor then just put a trigger brush in the doorway.
 @Newhouse
#18105 posted by damage_inc [208.54.85.221] on 2017/01/18 21:46:45
If you target a light with your doors(only one though) yes, every open and close cycle of the doors will turn the light off/on or on/off(spawnflag set to "start off").
If you give both doors the light as a target nothing will happen.
 Oh Wait, I Misunderstood
#18106 posted by damage_inc [208.54.85.221] on 2017/01/18 21:49:18
testing again...
 @Newhouse
#18107 posted by damage_inc [208.54.85.221] on 2017/01/18 22:20:10
Sorry for the confusion.
From what I tested, it seems you'll need to set the door to "toggle", then set up a trigger brush to open the door and turn on the light. Then copy that trigger brush where the player will hit it again. Setting up delays and resets as needed.
BTW, the door and light can have the same name, the trigger brush will activate both.
If I left it up to only the door to trigger the light it only worked for either the open OR close operation. You couldn't get both.
 Delay 3 And 4?
#18108 posted by Rick [75.65.153.192] on 2017/01/18 22:20:29
I don't know. Neither sounds very useful so I've never tried them.
 @damage_inc
#18109 posted by Newhouse [109.240.105.200] on 2017/01/18 23:52:19
Thank you, timing will be hard to calculate though.. if only there would be closed event to know exactly when it is actually fully closed.
Func_train have these corner events, but re-creating door to be func_train might not be wise move. Unless it is easy to create func_train behave like doors, also including same sounds like door's have.
 @Newhouse
#18110 posted by damage_inc [208.54.85.221] on 2017/01/19 01:35:35
func_train as a door which triggers the light ;)
http://www.quaketastic.com/files/misc/func_train_ex_Newhouse.zip
If you need an explanation let me know.
 AD Mod Scripting, Func_train's Corner Functions
#18113 posted by Newhouse [188.238.92.142] on 2017/01/19 18:58:50
More experienced AD mappers, here is questions for you.
How do you use func_train's corner_route, corner_switch and corner_pause, is there any maps already using these a lot?
#18114 posted by topher [190.229.13.86] on 2017/01/19 21:12:03
now i know why the orange box is called the orange box
there is a pack of developer textures for quake like those in HL2 ?
 Making Func_train Work Like Door
#18115 posted by Newhouse [109.240.6.39] on 2017/01/20 12:02:23
After some testing it seems like I can use trigger_once, disable it and then reset it when needed. Since func_train door has only two states: open / closed, triggering that same trigger_once in a right moment makes it behave like doors, by that mean they open again.
 Func_train Door Can Work Just Like A Normal Door.
#18116 posted by damage_inc [208.54.85.255] on 2017/01/20 13:25:47
Without extra triggers/complications.
In the example map I posted in #18110, all you need to do is give path corner 2(p2) a wait value(wait at corner) that you want.
Ex: Giving it a wait value of 4 would be 4 seconds before it closed.
I gave both path corners a -1 wait value just to demonstrate the functionality in a controlled way.
#18117 posted by Newhouse [109.240.6.39] on 2017/01/20 14:22:57
There is no problem with wait atm.
All I need to know atm is how do you change path_corner state from forward to alt forward? I use Corner Event to set active trigger again to check if player is near the door still.
 AD Scripting
#18118 posted by Newhouse [109.240.6.39] on 2017/01/20 14:26:15
Better question, how do you make it change path_corner's state only when trigger_once calls it?
 AD Socks
#18119 posted by Bloughsburgh [75.151.243.225] on 2017/01/20 14:39:30
It might be best to send an e-mail to Sock himself if you do not find your answers. I can't think of a test map that uses the corner events but it is described in detail in the AD readme.
 *sighs
#18120 posted by damage_inc [172.56.27.144] on 2017/01/20 14:45:42
I tried but I don't know what you want anymore :(
A door has an open position and a closed position, thus, using a func_train as a door requires two path corners. The door targets the first path corner... then the first path corner targets(target of forward route) the second path corner with the second targeting the first. So they loop.
I can't envision what you want since that is a door. It can be toggled or close automatically same as any door. Using standard triggers or buttons targeting the door.
Either way, hope you get it sorted out.
#18121 posted by Newhouse [109.240.6.39] on 2017/01/20 16:16:27
Thank you for helping me. I will try to understand what readme tells me, before I bother Sock too much.
Here is picture to help you visualize what I'm trying to do:
https://drive.google.com/file/d/0BwxYkKdSD855UWF5bVpRUm90NWc/view?usp=sharing
 Targetnames
#18122 posted by negke [31.18.51.150] on 2017/01/22 18:14:03
Seems back in the day people tried to keep targetnames short. There even is a switch in some light tool to shorten the names after compiling. What's the reason for that? Did old engines have issues with long strings or was it memory consideration?
 Help With Skybox And Music
#18123 posted by brassbite [188.98.244.22] on 2017/01/22 18:17:56
So I recently started fiddeling with trenchbroom.
I figured most of the stuff but I dont know how to do skyboxes.
My other request is to find out how to make a certain music track play.
Thank you in advance.
Ps.: I've just set up an amazing double helix staircase and cannot wait to show it off.
 @brassbite
#18124 posted by Newhouse [188.238.17.129] on 2017/01/22 19:03:41
Skyboxes
In TB, when you add some texture wads to your texture collection menu. Some wads has simple skybox textures, their name starts with sky it seems: something like sky1, sky_stars etc.
You can place brushes with those textures, and they will work as a sky. What I know, you can only have one sky texture.
Music
when you click whatever normal brush, you will have keys listed on your right side window. Search through them and find the key "message". Type number on empty textfield near it and it corresponds the track number.
#18125 posted by onetruepurple [37.8.230.53] on 2017/01/22 19:10:07
"sounds" not "message".
To use a skybox instead of a sky texture, specify the skybox name in the "sky" field in worldspawn (same entity as where you specify music)
 Sorry, Message Is For Map Name
#18126 posted by Newhouse [188.238.17.129] on 2017/01/22 19:24:10
#18127 posted by Newhouse [188.238.17.129] on 2017/01/22 19:26:07
Why would you use sky field in worldspawn, if you need to seal map anyway?
#18128 posted by mukor [66.87.77.228] on 2017/01/22 19:47:00
Lolwut
 Newhouse, You Still Seal It As Per Normal.
#18129 posted by Shamblernaut [121.45.238.31] on 2017/01/22 20:01:46
The texture given in the sky field replaces whatever sky texture you use in your map for the skybox. It won't draw sky on void areas if that's what you thought it did.
#18130 posted by Shamblernaut [121.45.238.31] on 2017/01/22 20:02:58
correction for clarity:
replaces whatever sky texture you use in your map for the skybox
replaces whatever sky texture you use in your map with the skybox
 That Surely Helps A Lot.
#18131 posted by Newhouse [188.238.17.129] on 2017/01/22 20:29:21
Not much, but surely might be useful if you get bored of your current skybox.
 Brassbite
#18132 posted by topher [190.210.159.117] on 2017/01/22 23:31:11
something like this?
but with better scale, bigger and more spaced, i suppose. this shit i made it in fifteen minutes and it's too cramped.
http://imgur.com/a/yQ9Fv
also, look in the entity inspector:
key 'sounds' value '07'. that reproduces track07 music in-game.
#18133 posted by Rick [75.65.153.192] on 2017/01/23 10:18:26
 AD QC - FTEQCC?
#18134 posted by narcaloid [93.190.140.61] on 2017/01/23 19:20:23
Hi all, i'd like to fiddle around the Arcane Dimensions QC - what's the best / most recent compiler - is it FTEQCC?
 Edit
#18135 posted by narcaloid [93.190.140.61] on 2017/01/23 19:21:21
and...just as I posted that I notice that FTEQCC is credited in the AD readme - I guess I just answered my own question then?
 Thanks Anyways
#18136 posted by brassbite [188.105.107.39] on 2017/01/23 19:42:16
I found a video about skyboxes https://youtube.com/watch?v=aB3vgFVV_Ac
The reason I want to have them in my maps is simply because they're the up to date solution of showing sky in outdoor areas. On the other hand I dont want to use default sky textures.
-End of rant-
 @brassbite, A Little More Detail
#18137 posted by damage_inc [172.56.27.133] on 2017/01/23 23:20:44
Skyboxes consist of 6 textures(think of a cube) which represent back, down, front, left, right and up.
These are stored in
<your Quake directory>/id1/gfx/env
OR
<your Quake directory>/<your MOD directory>/gfx/env
Usually they are named like this as an example:
gehenna_bk.tga
gehenna_dn.tga
gehenna_ft.tga
gehenna_lf.tga
gehenna_rt.tga
gehenna_up.tga
The last two characters(bk, dn, ft, lf, rt and up) in the name before the extension(.tga) denotes where they are to be placed in game.
When assigning a custom skybox texture you ignore the last two characters as the game engine expects those.
So, if in the console using Quakespasm you typed: sky gehenna_ Quakespasm would load those textures I listed above.
In Darkplaces it's loadsky gehenna_
And... in your editor, in the worldspawn key for "sky", you would put "gehenna_" for it's value.
I don't use TB but it ws posted above how to do that.
Now, anywhere in the editor where you assign ANY normal sky texture(you have to do this), in game it will be replaced with your custom skybox.
Noting that, depending on the orientation of the surface you assigned the normal sky texture to, would dictate which skybox texture would be drawn. Again, think of the skybox as a cube surrounding your level.
hth's
 @brassbite
#18138 posted by dumptruck_ds [168.161.192.15] on 2017/01/24 00:49:38
In case you haven't seen this site - you can make you're own randomized skybox: pretty cool - although I always stick to "retro" skies. Just my preference.
http://wwwtyro.github.io/space-3d/#animationSpeed=1&fov=80&nebulae=true&pointStars=true&resolution=1024&seed=58l9983tau4g&stars=true&sun=true
#18139 posted by hasan [78.40.181.9] on 2017/01/24 18:24:20
how to change from .dfx to .bsp
#18140 posted by hasan [78.40.181.9] on 2017/01/24 18:24:20
how to change from .dfx to .bsp
 @hasan
#18141 posted by brassbite [178.2.246.59] on 2017/01/24 21:14:54
I know that your question was already answered somewhere in this thread.
Which editor do you use?
The common bsp/quake level editors, such as J.A.C.K., Radiant, Worldcraft, or Trenchbroom give you a .map or .vmf which then has to be 'compiled' to .bsp
https://quakewiki.org/wiki/Getting_Started_Mapping
Here's some info you might find helpfull.
 Scourge Of Armagon Soundtrack Copyright?
#18142 posted by Newhouse [109.240.25.36] on 2017/01/25 15:41:18
Is it right to use Scourge of Armagon soundtrack for custom maps? What about Dissolution Of Eternity soundtrack? Quickly googling, I just see links where to download them but nothing about copyright. Even files I downloaded through steam, don't mention about copyright at all.
I'm just asking, because some of those tracks aren't that bad I would like to use them, but only if it doesn't create some kind of copyright war or something like that.
 Careful Lad
#18143 posted by ayy lmao [192.160.102.166] on 2017/01/25 16:11:18
I imagine there's a team of copyright sleuths working round the clock trying to hunt down guys like you who are trying to put a game soundtrack file from 1997 into a free user-made map from that game.
Ten years at least if you get caught. Better edit your post, stat.
 There Is Nothing Wrong With Asking Tbh
#18144 posted by Newhouse [109.240.25.36] on 2017/01/25 18:06:27
 What's Tbh?
#18145 posted by brassbite [188.98.234.160] on 2017/01/25 19:06:01
Trenchbroomhelp????
 Tbh = To Be Honest
#18146 posted by Newhouse [109.240.25.36] on 2017/01/25 20:14:59
 I Knew My Guess Was Crap
#18147 posted by brassbite [188.98.234.160] on 2017/01/25 21:37:06
 More FGD Woes
#18148 posted by sevin [75.183.57.98] on 2017/01/26 17:56:10
I'm trying to pare down my JACK setup to just base id Quake and I can't get entity models to show up. I am using only the quake.fgd that came with JACK, id1 base game directory, no mod directory, and only base Quake WADs. The FGD's entities seem to list models with them, but they do not show up in JACK. Do I need to unpack the pak files for them to show up or something?
 Maybe Just Try Daz's Erictools .fgd
#18149 posted by damage_inc [208.54.85.166] on 2017/01/26 18:43:48
 Damage
#18150 posted by sevin [75.183.57.98] on 2017/01/26 18:48:59
I'll give it a try, thanks! The JACK FGD seems to be pretty limited and actually doesn't include some of the entity model definitions, had to add them myself. I wonder what id worked with in the beginning...
 Damage 2
#18151 posted by sevin [75.183.57.98] on 2017/01/26 18:52:43
Just had to add the info_player_start model and everything else looks pretty good. Thanks!
 Unbutchering A .map File
#18152 posted by Pritchard [110.148.118.214] on 2017/01/28 05:42:19
So I wanted to convert a .map from Quake's standard format to Valve 220, mostly because some of the details I wanted to achieve are simply impossible in Standard format as far as I can tell.
There are a few editors out there that seem to load standard format and then save it in Valve 220, like J.A.C.K, but when I try and use the resulting .map in my compilers it spews a long stream of errors/warnings and fails, and loading it up again in TB2 crashes the editor...
So, my question is, is there a better way to convert a .map? Or, alternatively, is there a way to un-fuck all the brushes after converting it?
I'm uploading the "fucked" version of the map:
https://dl.dropboxusercontent.com/s/9rygba032vxyl7l/it%27s%20fucked.zip
Also feel free to let me know how I'm dumb for not starting the map in Valve 220 in the first place.
 Open In A Text Editor, Do A Find/replace Of '\' With '/'
#18153 posted by czg [213.113.209.223] on 2017/01/28 11:43:14
#18154 posted by Pritchard [110.148.118.214] on 2017/01/28 12:50:29
That fixed the errors at the start, but it still won't compile due to all the suddenly malformed brushes.
 Do You Have The Original .map
#18155 posted by damage_inc [208.54.85.163] on 2017/01/28 16:56:08
Before the 220 format change attempt?
#18157 posted by topher [190.210.159.117] on 2017/01/29 01:33:41
after 42 days of using an editor i can say this:
a) i have no problems with the technical aspects, or making relatively complex brushes
b) i have problems making sense of the scale and size of things. i'm checking maps and taking notes, so it's not that bad, i will get all this by my self.
c) i have problems with actually making good rooms, good gameplay, have consistency, etc. in other words, i know how to make things, but not when or why to use them to make a good map.
i'm not asking tutorials or tips. i just want to know if this is tipical.
i just need more practice right?
i was expecting that in 1 month i could make a decent (5/10 stars) map even when i don't get some technical stuff, and it's happening the opposite.
 Really Weird Issue With Jack
#18158 posted by sevin [75.183.57.98] on 2017/01/29 03:36:37
I'm using JACK 1.1.1064 and I'm having a really weird WAD issue. If I install a WAD and try to single it out in the texture browser, none or only a few of the textures show up. However, they do show up in the 3D viewport, so they're not missing. I've also recently noticed that they appear to show up in other WADs. I have the 5 part Quake set of WADs and I've noticed the entirety of the Knave WAD showing up in one of the Quake WADs. I've also noticed Sock's Egyptian pack in another of the Quake WADs. I'm so confused. Has anyone had this issue before?
Here's what it looks like when I click only knave.wad in the texture browser. You can see only a few of the hundreds of textures in the pack.
And here's some more of the Knave textures showing up in quake.wad.
What gives?
 @damage_inc
#18159 posted by Pritchard [110.148.118.214] on 2017/01/29 05:47:43
https://dl.dropboxusercontent.com/s/410j5skkwoo9byj/pritchard1.map
Here's the current version of the map in standard format. If you can figure out a way to achieve what I could not, I'd be eternally grateful. :p
 @Pritchard
#18160 posted by damage_inc [208.54.85.163] on 2017/01/29 07:31:59
You are using TB?
I imagine since you are not talking about the .jmf format.
Anyway, even your regular .map has errors in it when I load it in JACK[invalid solid structure(tiny edge)], and a few others.
Now, in JACK... what about a "select all/copy" then a "File/new map/paste"? Followed with: Save/Save as, which will be a .jmf file and lastly, an Export map?
That's what I did. And as far as I can tell, I got a 220 map format version.
In Worldspawn there's this:
"mapversion" "220"
If I paste the differences(the actual brush text) of the .map files it won't make sense here on func_. I'll just say it looks like 220 stuff is in there?
I don't have a dropbox account, sorry:
http://www.quaketastic.com/files/misc/pritchard1_test.zip
I don't know a whole lot about the .map format differences though, tbh.
Hope this works for you, fingers crossed ;)
 @Pritchard: I Forgot To Mention
#18161 posted by damage_inc [208.54.85.163] on 2017/01/29 07:54:57
How could I forget this darnit :(
I couldn't get it(regular .map version) to compile without attempting to fix the brushwork errors.
I use tyrutils-ericw v0.15.9 and get stopped with a convex brush error message. I have no idea how it compiles for you!
#18162 posted by damage_inc [208.54.85.163] on 2017/01/29 08:07:05
Also, if that works when you try, make sure texture lock is on when you do it. Otherwise your textures will possibly get misaligned
 Pritchard
#18163 posted by SleepwalkR [93.209.70.23] on 2017/01/29 09:02:59
 Corrupt Brushes
#18164 posted by Pritchard [110.148.118.214] on 2017/01/29 10:58:45
@SleepwalkR Yeah, I figured that the 220 format map had busted brushes, since it complains about non-convex etc. when I try and compile it.
@damage_inc it's strange that you can't compile the normal version, I know it might have some funky brushes in places but it only complains about leaks in my compiler. I've attached a build log as proof: http://pastebin.com/B1RJAqHK
Also, the map file in your link still crashes/fails to compile - what did you do exactly? It still has non-convex faces.
 I Believe...
#18165 posted by damage_inc [172.56.26.222] on 2017/01/29 15:24:33
All I did was give you a version 220 of your map which contains the same invalid brushwork as your regular .map!
My mistake was assuming your .map compiled(it doesn't for me) and subsequently uploading something worth nothing :( Apologies, I figured this out after it was to late.
I believe all you need to do is fix your invalid brushwork and save your map. Then start a new version 220 map and copy everything over to it?
Your problems start with the original .map regardless of how you can compile it! Which is crazy considering we both use the same version of tools.
Here's my log file output: http://pastebin.com/jd6e68PR
 Pritchard
#18166 posted by khreathor [78.88.31.219] on 2017/01/29 17:59:39
try Alt + P in JACK and see if it can fix your problems.
 #18157
#18167 posted by madfox [84.84.178.104] on 2017/01/29 20:15:19
#18168 posted by Pritchard [110.148.118.214] on 2017/01/30 01:48:04
@kreathor, sadly it cannot. Many of the errors it suggested it couldn't fix, and the ones it could "fix" resulted in affected brushes being stretched out into infinity etc.
I think I'm just going to have to deal with the Standard format limitations at this point, it compiles fine with no errors for me and annoying skewed textures are just something I'll have to learn to deal with/avoid.
 Fence/Alpha Masked Textures
#18169 posted by Pritchard [110.148.118.214] on 2017/01/30 08:49:10
http://i.imgur.com/r1foDCg.png
I'm sure this has been asked here before, but I'm not sure how to search for it in the thread - what is the best way to do alpha-masked textures in Quake, so that they don't have issues like in that screenshot? I know that you can make a brush into a func_illusionary as one fix, but this texture is being used as part of a func_door...
 JACK Editor
A very stupid question, but where can I find documentation on how the editor works? I've been searching for a while now but besides a FAQ and a list of reasons why it's great for Quake, I can't seem to find anything explaining the editor :S
 Sprony
#18171 posted by sevin [96.10.82.54] on 2017/01/30 16:05:25
The official JACK FAQ page has some information. The support page on the same site also recommends you check out a VHE 3.3+ reference manual, since JACK is very similar to GoldSrc VHE.
I recognize your name from MapCore, aren't you already pretty familiar with the Source engine Hammer from CS:GO? JACK shares much of the same UI, shortcuts, and tools from VHE and Hammer.
 Pritchard
#18172 posted by Shamblernaut [121.45.238.31] on 2017/01/30 17:06:46
what is wrong with the screenshot?
 @shamblernaut
#18173 posted by Pritchard [101.160.171.215] on 2017/01/31 02:45:23
Right in the center of the image, where the fence texture'd brush meets the solid one, you can see a gap that lets you look straight through to the other side. The gap is as thick as the fence-textured brush.
#18174 posted by mukor [73.94.117.243] on 2017/01/31 02:53:47
Basically, in this instance, you want the grate texture to appear on both sides of the door?
Make two brushes for that part of the door?
 Skip Texture Issue?
#18175 posted by damage_inc [172.56.26.42] on 2017/01/31 02:54:35
Using "skip" on the other sides of that brush?
 ^^^ Disregard
#18176 posted by damage_inc [172.56.26.42] on 2017/01/31 03:05:34
meh, a func_door is okay with skip. It's world brushes I was thinking of.
#18177 posted by Pritchard [101.160.171.215] on 2017/01/31 03:21:59
I ended up fixing my issue by making the fence texture into its own door entity, rather than including it in the door itself.
#18178 posted by schnedwob [66.169.197.181] on 2017/01/31 07:49:54
Hey guys- I'm sure this is one of the dumbest kinda questions, but I can't for the life of me seem to figure it out. I'm messing around with the play_sound_triggered entity in Quakespasm, and I feel like at one point I was able to kill the entity via trigger, but for whatever reason I can't now. Is there a way to stop a sound from playing, or am I just totally mis-remembering things?
 Sevin
Thank you! I will look for a VHE 3.3+ reference manual.
Yeah, I'm from Mapcore but I'm a writer/director, not a designer. It's just that you guys keep making these awesome maps so I want to give it a go.
I only have experience with GTKRadiant 1.4
 Sprony
#18180 posted by sevin [96.10.82.54] on 2017/01/31 16:39:03
Why not use a Radiant editor then? There are several Radiant-based editors you can use with Quake. I believe this custom NetRadiant is the most up-to-date at the moment.
 You Could Also Just Keep Using GTKRadiant
#18181 posted by sevin [96.10.82.54] on 2017/01/31 16:41:12
 Sevin
Yes, thank you. I'm aware of that. However, I specifically picked this editor because it's supposed to be a lot like Hammer. So, if I like editing and I wish to pursue it more, it would be an easier transition then with another editor, since Hammer is still being used in (modern) games.
 Fair Enough
#18183 posted by sevin [75.183.57.98] on 2017/01/31 22:49:42
I quite like JACK, I think you'll find it easy enough to pick it up.
 @SpronyvanJohnson
#18184 posted by damage_inc [208.54.85.143] on 2017/01/31 23:29:01
I assume you are aware of Help>Command List... from the menu in JACK?
 Brick Texture Wad
#18185 posted by brassbite [178.7.91.213] on 2017/02/01 20:04:17
When I visited Bremen last year, I photographed many brickwalls because I wanted to make some textures for quake. I talked about it in the inpiration thread and khreathor showed interest.
Here's a dropbox link for some samples:
https://www.dropbox.com/s/1x338wm7glu9wpe/Bricks.zip?dl=0
I've still got a few others in store...
 Brassbite
#18186 posted by khreathor [78.88.31.219] on 2017/02/02 06:03:13
I did one texture from DSC01759.JPG, because it was the worst "scenario", from what you have provided. I'm working on a tutorial, should be ready tomorrow.
Bricks
as WAD
in-game screenshot
I haven't fixed all flaws in this texture. Bricks are too wide and white mortar doesn't look good. From my experience bright colors don't work well in Quake.
But you'll be able to fix this.
 Ok, Thanks For That
#18187 posted by brassbite [188.98.228.184] on 2017/02/02 06:20:25
That one was the worst szenario because the shot is from an angle, am I right? Or was the colour the problem?
When this is 'finished' I should upload it to Quaddicted.
 Compiler Doesn't Draw Part Of The Face
#18188 posted by Kres [178.88.86.69] on 2017/02/05 16:41:40
Screenshot from the game: http://i.imgur.com/5EnM15i.png
The gray rectangle is a nodraw texture, you can see other parts of level through it. But it's a part of 1 brush which looks in the editor like this: http://i.imgur.com/4jL0oCS.png
How can quake make 1 face with two different textures, and how to fix it?
 #18188
#18189 posted by Kinn [86.131.182.165] on 2017/02/05 16:50:45
That's actually just a good old-fashioned HOM ("hall of mirrors") glitch, which qbsp will occasionally shart out for no obvious reason.
The "fix" is to try rearranging your brushes in an attempt to make qbsp chop them up in a different way.
 Or
#18190 posted by Orl [68.84.236.179] on 2017/02/05 19:06:17
Alternatively, turn the troubled brush it into a func_wall or some other entity. Of course, that might also lead to a leak if the brush is touching the void.
 About Map Hacks
#18191 posted by Newhouse [109.240.32.239] on 2017/02/13 18:34:06
Hey, if anybody knows where to look at existing map hacks, if those are documented?
In case of vanilla quake, I wish I could make triggers be active after certain events, like the area you once passed through but now it has triggers that activates certain things.
#18192 posted by Newhouse [109.240.32.239] on 2017/02/13 18:36:44
Sorry I might have been too busy reading these, I guess Dormant triggers is what I'm looking for.
https://quakewiki.org/wiki/Map_based_hacks
 Also NewHouse
#18193 posted by Bloughsburgh [75.151.243.225] on 2017/02/13 18:38:56
#18194 posted by metlslime [159.153.4.50] on 2017/02/13 18:48:59
There's also a thread on this board called "Teaching Old Progs.dat New Tricks."
#18195 posted by Newhouse [109.240.32.239] on 2017/02/13 19:13:34
Thank you~
It seems like it has all the existing hacks? Is all working hacks going to get there, which are discussed on that thread "Teaching Old Progs.dat New Tricks"? don't know why but it seems to be pretty busy thread in overall.
#18196 posted by Rick [75.65.153.192] on 2017/02/14 16:46:53
Logic gate triggers using spikeshooters are the classic way of having "triggered" triggers. I've used them several times with no problem. They do require extra entities and models to implement.
#18197 posted by Kinn [86.131.180.250] on 2017/02/14 17:03:12
And the idea of doing it with spikeshooters looks even more terrible when you can just use the neat solution linked in post #18192
#18198 posted by Rick [75.65.153.192] on 2017/02/14 18:19:20
I had at least one version of a Radiant based editor that didn't get along well with the brush based info_notnull method, but other than that it has worked fine for me.
 Noob Question
#18199 posted by sevin [75.183.57.98] on 2017/02/16 01:57:46
Quake uses lightmaps, correct? Is it not possible to edit the luxel density?
#18200 posted by mukor [66.41.63.21] on 2017/02/16 02:10:57
"_lightmap_scale" "n"
Forces all surfaces+submodels to use this specific lightmap scale. Removes "LMSHIFT" field.
I believe this is what you're looking for? its in tyrutils-ericw.
 #18200
#18201 posted by Spike [86.140.27.108] on 2017/02/16 02:28:00
requires engine support too.
and by that, I mean it only works with fteqw.
 So
#18202 posted by sevin [75.183.57.98] on 2017/02/16 02:48:35
It's only possible to control lightmaps globally, and even then only in one engine?
#18203 posted by ericw [108.173.17.134] on 2017/02/16 02:53:40
Quake uses lightmaps, and the luxel scale is hardcoded at 1 lightmap sample per 16 texels.
Since you can control the texture scale in your map editor, this give control over the lightmap scale as a side effect of changing the texture scale, but you can't change them independently (in vanilla quake). Skacky's map jam5 map is an example using 128x128 textures and a texture scale of 0.5 (iirc), so it has double the normal lightmap resolution: https://www.quaddicted.com/reviews/func_mapjam5.html
The flag mukor mentioned, and some others in my light tool, are more or less FTEQW-only extensions
 Eric
#18204 posted by sevin [75.183.57.98] on 2017/02/16 02:58:05
Thanks, that makes sense. Do you have a Steam account? I have some more questions, don't want to pollute the thread with running dialog.
#18205 posted by ericw [108.173.17.134] on 2017/02/16 03:23:29
Yep, I'm just "ericw" on steam. I wouldn't worry about posting here though, since other people may have the same questions too :)
(or http://celephais.net/board/view_thread.php?id=61211&start=701 if it's about tyrutils-ericw)
 Eric
#18206 posted by sevin [75.183.57.98] on 2017/02/16 03:38:47
I think I added you, found an ericw with negke on the friends list.
 Noise Gate / Blocker?
#18207 posted by Newhouse [188.238.112.229] on 2017/02/16 03:57:01
How do you make noise gate or blocker in Quake1?
 Func_walls With .001 Alpha Can Work
#18208 posted by Bloughsburgh [71.61.61.77] on 2017/02/16 03:58:58
Surrounding the monster...
 Okay, I Will Give It A Try*
#18209 posted by Newhouse [188.238.112.229] on 2017/02/16 04:00:41
#18210 posted by Newhouse [188.238.112.229] on 2017/02/16 04:19:06
In this case ogres are patrolling and they keep making noises a lot, this area is suppose to be secret area and noises are kind of giving away that location. Should I try to give an extra box surround that area? That doesn't sound logical, right?
 Newhouse
#18211 posted by Shamblernaut [121.45.236.226] on 2017/02/16 05:35:28
give them the ambush flag, they'll be silent (I think)
#18212 posted by Newhouse [188.238.112.229] on 2017/02/16 08:03:39
@Shamblernaut
They have ambush flag, but since they are patrolling their chainsaw scratches the ground. Don't know is there an another flag to remove that sound effect.
#18213 posted by mukor [66.41.63.21] on 2017/02/16 08:08:41
If its id1, youre out of luck.
If its AD, check the "NoIdle" spawnflag.
 Ogre Sounds
#18214 posted by Preach [82.46.16.57] on 2017/02/16 08:25:06
Quake doesn't have any clever way to muffle a sound by building extra boxes, you can hear them if they are near enough regardless of the geometry. So we need to find a way to stop the noise being made in the first place, here are two ideas:
If ogres are on patrol, they make a sound each time they hit a path_corner. One thing you could do is make it impossible for the ogres to actually reach their first path_corner, by blocking it off with a func_wall. Once the secret area is revealed, you can delete the func_wall and the ogres' patrolling will resume.
The second idea is to change the classname of the ogres to monster_ogre_marksman. There are a few subtle (and almost surely unintentional) changes to behaviour in an ogre when you give it this classname. One of the side effects is that it doesn't make sounds when it hits a path corner, so that might sort things in a single simple change.
While typing this up, I thought up a variation of the second method, which might generalise to other monsters in an interesting way. Time for a new map hack article...
 @Preach
#18215 posted by Newhouse [188.238.112.229] on 2017/02/16 10:05:27
Hmm.. I tried that "monster_ogre_marksman", but it makes sounds as well. Maybe I will try out that func_wall and I remove them when player enters that area.
 Ah True
#18216 posted by Preach [82.46.16.57] on 2017/02/17 01:04:51
They do make the grumbling sounds still, it only spares you the chainsaw dragging sound. I guess that teleporting them into the room once it's revealed isn't an option owing to the one-time noise? What about pseudo-teleporting them with rapidly moving platforms that drop them into place from a long distance away. That could be disguised I expect...
 Sign On Buffer Explosions
#18217 posted by sock [200.45.126.1] on 2017/02/19 18:38:33
Over the years the sign on buffer limit has been vexing mappers. There has been many good posts from aguirRe and Preach talking about ways to reduce the buffer and what it does. I know the limit has changed over the years with engines increasing the size from 8K to the latest (QS) 64k. I do realize that it cannot increase anymore without a different (999) protocol change and 64K is really the limit of protocol 666.
My latest map is hitting the 64K limit and I know there is plenty of ways I can reduce this with delay spawning entities. My question is there any advantage to really reducing the sign on buffer size down to a reasonable size? Once I have got it below the 64K limit is there any bad impact on the engine for loading a large sign on buffer maps?
One of the previous posts about the sign on buffer say that a quick/save after delay spawning will increase the sign on buffer. From my tests the sign on buffer seems to remain the same regardless of how much has spawned after the map was first loaded. The quick save/load does not increase the sign on buffer and I am wondering why not? In theory the save file should contain a lot more active entities since the map first started, yet the sign on buffer is the same!
 Compiling Error
#18218 posted by brassbite [94.217.28.157] on 2017/02/19 18:51:40
I tried to testcompile an early stage of my first map.
I set up Necros compiling GUI 'correct'. I'm using eric w's tyrutils. But I get a qbsp error: MSVCR120.dll is apparently missing.
 Brassbite
#18219 posted by ericw [108.173.17.134] on 2017/02/19 19:32:14
There is a microsoft runtime my compilers need. DL link is under the download buttons at https://ericwa.github.io/tyrutils-ericw/
 #18217 @sock
#18220 posted by Spike [86.140.27.108] on 2017/02/19 20:07:05
FTE+QSS split up the signon stuff, so unless a mod actually uses MSG_INIT then there is no limit - even with protocol 15 (although other limits like max static ents come in to play).
The singular exception to this is the svc_serverdata packet, which can still exceed 8kb whenever a mod/map precaches too many models or sounds (including filename lengths).
(its possible that this will break clients with proquake's mid-map demo recording code, but qss won't have a problem).
NQ's reliables are flushed in 1024 (or more if no longer vanilla) chunks.
If you try sending more than 8k to a vanilla client like proquake then you can crash that client... or server... other than that it doesn't really matter, it'll just take a little longer for the data to arrive over a network.
If its the local client then the networking code will just copy it all over in one chunk, so as long as an engine supports 64k there is absolutely no harm in 60k signon buffers in single-player.
However, protocol 999 with its bigger coords and angles will double the size of significant chunks of data. dpp7 will have the same sort of issue. Thus be sure to test with these, and try to leave a few kb slop for future bloat.
Or just simply tell everyone to use QSS/FTE and stop worrying about it. :s
 #18220 @Spike
#18221 posted by sock [200.45.126.1] on 2017/02/19 21:41:43
Thanks for the explanation on the sign on buffer. I know FTE+QSS works really well and the rain looks especially awesome! My concern is QS/DP because they don't have good solution to break up client/server packets. I know this map will never work with NQ or any MP focused engine and I am fine with that.
I am curious to know, why does the sign on buffer not change when loading a save game? Surely this is the same type of event when starting a map a fresh for the first time?
 I'll Try It Again Tomorrow
#18222 posted by brassbite [94.217.28.157] on 2017/02/19 22:14:26
I had assumed that installing Visual Studio 2015 for TrenchBroom (cause imma newb) would make Visual Studio 2013 unnecessary. I will see tomorrow if installing 2013 fixes the issue.
Thanks for pointing at the obvious!
I never look at that :D
 Sv.signon @sock
#18223 posted by Spike [86.140.27.108] on 2017/02/19 22:17:59
the signon buffer consists of 3 parts...
the first part is all the data generated by makestatic, ambientsound, or MSG_INIT.
the second part is the baselines, generated from the entities that have a model set after the second tick.
the third part is anything like the first part that was added after the server was spawned, and won't actually be sent to any client that was already connected when it was added - hopefully your mod won't be generating any of that...
loading a saved game works by loading up the map as normal then wiping out all the entities and replacing with the ents loaded from the saved game (hence precache mismatches being a thing).
thus the first part contains all the same stuff generated by the qc (assuming you didn't set deathmatch 1 just before loading...). the second part is also generated from the entities in the initial map spawn rather than the ones after that (which is kinda lame, but hey, at least the max size is known).
the third part is... well, its your fault if its there. it'll of course be missing in a loaded game, as will anything else you wrote to any network messages...
but yeah, the signon buffer is just a blob of network messages that get sent when clients connect.
My code avoids using it primarily so that clients can be sent data based upon the protocol extensions that said client supports (instead of requiring all to use the same), so its all generated on the fly, with a little extra code to avoid overflowing reliable buffers. Other engines could easily just implement multiple signon buffers and just switch over to the next when the prior one gets a little full.
You need this sort of stuff if you're going to have 32k+ ents...
 Delay Spawning
#18224 posted by sock [200.45.126.1] on 2017/02/19 23:25:17
the signon buffer consists of 3 parts...
the first part is all the data generated by makestatic, ambientsound, or MSG_INIT
AD does not have much static stuff, but I have plenty of ambientsounds entities all over the map.
the second part is the baselines, generated from the entities that have a model set after the second tick
This is the stuff I have been converting to delay spawns via triggers
the third part is anything like the first part that was added after the server was spawned, and won't actually be sent to any client that was already connected when it was added - hopefully your mod won't be generating any of that
Is this third part all the delay spawned stuff after the map is loaded? Won't this all be added to the sign on buffer for a loadgame?
My question is, If I delay spawn a bunch of entities after the map has started, will they impact the sign on buffer for a savegame? If a map reaches the 64K sign on buffer limit, does delay spawning solve the problem or does it comes back later with savegame sign on buffer?
#18225 posted by Spike [86.145.136.253] on 2017/02/20 00:45:18
that third part is basically sent to /dev/null in singleplayer or saved games.
this is a problem if you're delaying the makestatic or ambientsound calls.
for regular entities, delaying its spawn means that you'll have no baseline generated for that entity. this will result in less data being sent in the signon buffer, but you'll be increasing the data sent every single packet while that entity is visible.
by all means use movetype=movetype_none and nextthink=0 until the player gets close as a way to reduce cpu time spent in the server, but if you're just doing it to reduce the signon buffer sizes then I'd urge you to do that ONLY while your target engine's signon sizes are too low.
that said, if your engine has proper deltas (qw, fte, or dpp5+ protocols), then baselines don't really matter too much anyway.
#18226 posted by ericw [108.173.17.134] on 2017/02/20 03:17:28
does delay spawning solve the problem or does it comes back later with savegame sign on buffer?
I think it solves the problem.. as Spike said, when you load a savegame, the signon buffer is based on loading the map from the beginning. It doesn't look like anything from the save game can get added to the signon buffer.
I also did a quick test to confirm this in ad_swampy, signon buffer on a fresh start is around 20K bytes, and loading a save from around 1/3 through the map has a signon buffer of 19880 bytes.
 Part 3 Delayed Makestatic Spawns
#18227 posted by Preach [82.46.16.57] on 2017/02/20 08:19:07
Spike, could you theoretically use the save game detection trick to restore those makestatic/ambientsound calls in the third part of the sign-on? Replay all of those calls back to the player on the frame that they load the save? Of course, you'd need some way to store in the save game which calls need to be made again, by e.g. keeping an entity around with the details of the makestatic call.
 Take From One, Give To Another
#18228 posted by sock [200.45.126.1] on 2017/02/20 11:18:27
when you load a savegame, the signon buffer is based on loading the map from the beginning
All my tests point to the same conclusions as Eric, if I delay spawn models they are excluded from the signon buffer (start and savegame)
for regular entities, delaying its spawn means that you'll have no baseline generated for that entity. this will result in less data being sent in the signon buffer, but you'll be increasing the data sent every single packet while that entity is visible
I assumed there must of been a downside to reducing entities appearing in the sign on buffer and it seems this is it. So the client will send info on all delay spawn entities when they are within the portal space of the player? I assume once the player moves on to another area (with proper portal setup) then they are no longer sent? I imagine this extra frame traffic could be bad for MP but fine for SP?
#18229 posted by Spike [86.145.136.253] on 2017/02/20 20:46:43
@sock
SV_CreateBaseline is called from SV_SpawnServer, this is the same function responsible for 'map' etc.
loading a saved game basically does 'map foo; deleteent ALL; loadentsfromfile'.
so yes, same as ericw - the signon buffer should normally be consistent over reloading games. The only exception to that is if some cvar screwed up your saved game, causing that initial state to get loaded differently (which may also affect model precaches, messing those up).
delaying an entity from getting its model will prevent the server from generating a baseline for that entity. nothing will be added to the signon buffer in this case, and both client+server will use some fallback baseline (all those fields set to 0).
NQ's networking sends a delta from the baseline in every single packet for every entity which is visible to the player entity, so if nothing else, you're adding modelindex and origin_z values to every packet for every visible entity (the other stuff is much more likely to change from the baselines during the course of the game anyway, or remain 0 like colormap, skin, or angles_x+z).
so yes, forcing the prevention of baselines isn't catastophic (and I'd say engines should do it automatically if they've no other way to avoid signons overflowing), but its certainly not ideal.
if you've a thousand monsters, you could try setting their baselines with frame 0 and angle_y 0, and reverting back to their proper values after. this will save a couple of bytes per monster with little real loss once they're angry at you. maybe also origin_x+y for 4/8 bytes per (especially if they're patrolling).
@Preach
you don't want to actually be just calling makestatic or ambientsound once the game has started, as noone on the server at the time will see them. you would need to use writebytes with MSG_ALL or something, THEN you could call the builtin. And yes, if you wanted to restore them after a saved game you'd need to detect that and resend.
Hence why mods don't normally use makestatic for corpses etc...
(side note: makestatic doubles up as a remove(), and writebytes are still as evil as they've always been especially when you have 16bit modelindexes and protocols that incompatibly change the svcs in question)
 SZ_GetSpace 8012 Is Full Buffer Size
#18230 posted by xlarve [194.6.196.253] on 2017/02/21 20:36:54
Hello!
I got trouble! Situation is:
Single map, originally gl quake (not any mode).
I think i put too many entities on map. Because when i deleting 1 the last i putted entity (item_health) - map is working. Error appearing when i try to load map.
Is the decision of this error whithout reducing entity counts?
Im not finished puting monster, items on the map and want to putting items till the finish the map.
 @xlarve
#18231 posted by Spike [86.140.26.203] on 2017/02/21 21:08:02
Use a better engine.
Or read the above conversation about signon buffers (aka: use a better engine).
 JACK Texture Display Problem
#18232 posted by Goner [47.150.61.208] on 2017/02/22 02:07:01
Hey, I love J.A.C.K. and have been getting back into mapping for Q2 as a result! So, thanks for that!
Unfortunately, I've encountered a problem with texture display in the 3d-view. I've posted details HERE: http://leray.proboards.com/thread/3857/jack-3d-view-textures?page=1&scrollTo=28859 including a screenshot and logs and so on.
Any Ideas?
#18233 posted by khreathor [91.217.18.31] on 2017/02/22 02:13:39
Have you tried pressing TAB key few times to see if you have set proper 3D mode in a viewport?
#18234 posted by Goner [47.150.61.208] on 2017/02/22 02:36:37
Thanks, I wasn't aware of the TAB shortcut key; I'd previously been through those different modes via the view menu.
Changing modes just cycles through wireframe, filled (colored) polygons, whited-out entirely and then a greyscale looking version of filled polygons (as in the screenshot I posted)
#18235 posted by khreathor [91.217.18.31] on 2017/02/22 03:02:45
Hmmm...
I have 2 ideas you can try:
1) Go to Tools -> Options... -> "Game Profiles" tab.
There you'll find "Texture Format" dropdown. Switch it to "All" and reimport packs if needed.
2) Maybe something is blocking access to textures?
Quit all texture/wad/wal editors and run J.A.C.K. as an administrator.
Btw. can you see textures in a Texture Browser?
 @Spike
#18237 posted by xlarve [194.6.196.253] on 2017/02/22 08:49:09
Spike, tnx!
I setup client quakespasm and quake1 map loading very good!
 Can Someone Explain Protocols?
#18238 posted by sevin [96.10.82.54] on 2017/02/22 14:38:05
I know 666 is kind of the standard, but what other protocols have been used/are used? Is 666 specific to FitzQuake/QuakeSpasm? Do they just increase entity/bmodel/brush limits?/
 666
#18239 posted by ericw [108.173.17.134] on 2017/02/22 20:24:08
The protocol was first released in Fitzquake 0.85 (2009 iirc).
There's some info here:
https://quakewiki.org/wiki/Network_Protocols
https://quakewiki.org/wiki/Fitzquake_Protocol
Do they just increase entity/bmodel/brush limits?
Pretty much, except not brush limits; the network protocols don't care how much geometric detail is in the map.
There are also some rendering things in 666 / other extended protocols, for example supporting the "alpha" key on bmodels (for making transparent glass) needs protocol support.
#18240 posted by topher [190.210.159.117] on 2017/02/23 03:01:35
i want a trigger_once (to1) (or a info_notnull hack with similar functionality) that kill a func_wall.
but only after an event (triggered by another trigger_once to2). so the player triggers to2 and to1 becomes active.
if the player hasn't triggered to2, to1 shouldn't be triggered. it should be inactive even if the player touch the trigger brush.
so:
player touches to1. nothing happens, to1 exists. func_wall exists
then player touches to2. to2 is triggered.
A) now, if the player don't touch to1, the func_wall keep existing, to1 isn't triggered
B) now, if the player touches to1, it's triggered and the func_wall is killed.
i need these two functionalities
an conditional, in other words
in hideous pseudocode:
if ( player.touch(to1) )
__if ( to2.istriggered() )
____kill func_wall
__else
____//do nothing
____//to1 keeps existing and isn't triggered
--endif
endif
#18241 posted by topher [190.210.159.117] on 2017/02/23 04:00:13
ok, i figured it out with post #3923 in this thread
the browser search function becomes a little slow with the +18000 messages in this thread
 Setting Music & Skybox
#18243 posted by Kim Smoltz [122.57.107.217] on 2017/02/26 01:56:11
Hi, I'm having a go at mapping with Trenchbroom, I seem to have mostly gotten the hang of brushes, lighting and entities but I'm not sure how to set the music and the skybox. Apparently the "sounds" field of the worldspawn entity lets you set the music, however setting this to track04 or any other track doesn't result in music playing when I run the map.
 Lets Start With Music:
#18244 posted by mukor [66.41.56.191] on 2017/02/26 02:06:15
Remove the word "track" and possibly the "0"
try
"sounds" "4"
 As For The Skybox
#18245 posted by sevin [75.183.57.98] on 2017/02/26 02:32:38
I believe that functionality was not in base Quake, skybox textures were set by actually texturing your skybox with them. Newer engines and FGD's allow you to input a skybox texture name in the worldspawn and it will load up in game as long as the skybox textures are stored id1 (or whatever the mod folder is)/gfx/env and one of the base skybox textures is used in-editor to define the sky.
#18246 posted by Kim Smoltz [122.57.107.217] on 2017/02/26 05:53:23
Alright I managed to get music working using Mukor's suggestion, however I'm still having issues with the skybox, I noticed this: https://s23.postimg.org/mbvhz0kyz/sky1.png when I opened the map.
How do you suggest I go about setting the skybox? Having to place the sky textures in that directory is a bit of an annoyance, and with this setup I'd assume anyone I shared the map with would have to do the same thing. I also tried leaving the sky field blank, as when I run the main game inputting "sky" returns: sky "", but this was also unsuccessful.
#18247 posted by mukor [66.41.56.191] on 2017/02/26 05:57:29
Do you have a sky named "sky1_XX" in the folder?
you need to do it as follows:
"sky" "sky1_"
#18248 posted by ericw [108.173.17.134] on 2017/02/26 06:10:48
Check that the .tga files are in, e.g:
quake directory/id1/gfx/env/sky1_XX.tga
The "sky" command in the engine console lets you load a specific sky, overriding what is in worldspawn, so you could enter: "sky sky1_" for testing.
#18249 posted by Kim Smoltz [122.57.107.217] on 2017/02/26 06:49:57
I think there's a bit of confusion, I'm not wanting to use a custom sky, just the standard purple, cloudy quake sky, is there any way to use the default sky without having to have these files in gfx/env?
Additionally, I loaded some sky files from Arcane Dimensions into the folder - rather than faffing about converting files - and attempted to load the skybox but I seem to be stuck with a blank grey sky, there was no output on the console. Do I need to run vis in order for the skybox to appear?
#18250 posted by Kim Smoltz [122.57.107.217] on 2017/02/26 07:36:14
Argh, alright, I had to surround the map with a big box for the skybox to be drawn on, that's that fixed, thanks for the help.
#18251 posted by No [197.231.221.211] on 2017/02/26 08:14:19
Sky (or a custom skybox) will be drawn on every proper sky-textured brush. No need to box a map, just put sky brushes on the ceilings/outer walls where you want it to be.
#18252 posted by HexenMapper [101.98.112.147] on 2017/02/26 14:22:14
So I've finally plugged all the leaks in my map, but now I get this error when I go to compile:
http://imgur.com/r9kAtW7
What is a degenerate edge and how do I prevent it?
#18253 posted by Rick [75.65.153.192] on 2017/02/26 15:46:23
"Argh, alright, I had to surround the map with a big box for the skybox to be drawn on, that's that fixed, thanks for the help."
The map was not sealed. If you look at the output from QBSP or check its log file, you will see it say LEAKED at some point. Although "boxing" the map will work to fix this, it's usually not the best way.
 Pointfile Is Your Friend...
#18254 posted by JPL [86.219.227.242] on 2017/02/26 16:14:39
#18255 posted by Rick [75.65.153.192] on 2017/02/26 18:10:54
"Pointfile Is Your Friend..."
In this case though, it wasn't a problem of finding a small leak. It appears to me that the basic concept of a "sealed" map had not yet been understood.
#18256 posted by JPL [86.219.227.242] on 2017/02/26 21:02:59
... he basic concept of a "sealed" map had not yet been understood...
wow... so the advice to read aguirRe's Holy Mapping Bible is more than relevant in this case:
http://web.comhem.se/bjp/tooltips.txt
repent sinner... repent !
#18257 posted by Kim Smoltz [122.57.107.217] on 2017/02/27 03:10:07
Is there any significant downside to creating a box around the map to simplify sealing? Only thing I can think of is that when you run vis, external surfaces that would never be seen will end up as being considered potentially visible which could hamper performance on larger maps compared to properly sealing everything off (just guessing here based on a loose idea of how vis works).
I'll have a look at the mapping bible, thanks!
#18258 posted by Pritchard [131.170.5.2] on 2017/02/27 03:26:19
That's basically it. People still like to play quake on their potato computers, so lazy vising like that or no vising at all will make them grumpy. It's best practice to properly seal maps.
#18259 posted by Kim Smoltz [122.57.107.217] on 2017/02/27 04:17:05
Last thing I can think of at the moment, but what's a good way to make rock walls look good? Creating a wall out of small blocks and mangling them with the vertex editor works reasonably well but it's kinda labor intensive and its easy to overdo it.
 Kim Smoltz
#18260 posted by HexenMapper [101.98.112.147] on 2017/02/27 04:31:27
Perhaps try making one large wall, then cutting it into 8 or so pieces (using the clip tool and keeping both sides after the cut), then selecting all the pieces at once and using the vertex mode to drag some of the vertexes where the pieces join. That way they naturally conform to the shape of each other and hopefully its a quicker way to get natural looking rock. The more you cut up the wall, the finer the detail you will get.
#18261 posted by Kim Smoltz [122.57.107.217] on 2017/02/27 04:51:14
I think I found a good method, make a kind of "palette wall" that I work on to ensure it looks good, then duplicate chunks of it to make other walls. The first result was too angular but a repeat with smaller brushes should turn out well.
#18262 posted by Pritchard [131.170.5.2] on 2017/02/27 05:24:32
I use hexenmapper's method and I'm quite proud of the rockwork I can build. I usually use either 16x16 or 32x32 (i think - going off memory here) brushes. It does take a loooong time but in my mind the results are well worth it. It would definitely be quicker if you used larger brushes, which would be fine depending on your aesthetic.
#18263 posted by Kim Smoltz [122.57.107.217] on 2017/02/27 05:29:00
 Wall
#18264 posted by madfox [84.84.178.104] on 2017/02/27 23:23:59
looks decent, but take care with light.
The dark blends show the lightfall is crossed creating the dark blur.
Changing the light to one "light40 wait 0.04" and another "light 200" could result in a more blended effect.
#18265 posted by mukor [66.41.63.38] on 2017/02/28 00:39:53
Kim if youre using:
http://ericwa.github.io/tyrutils-ericw/
...turn that wall into a "func_group" and add "_phong" as a key with a value of 1.
This will smooth out the lightmaps on that specific wall.
 Also A Good Tutoiral:
#18266 posted by ericw [108.173.17.134] on 2017/02/28 00:53:19
http://simonoc.com/pages/articles/rockwall1_1.htm
Looks like a good start, I'd try to stick with quads rather than triangles and maybe make the scale a bit bigger
 Reached Occupant But No Leak?
#18267 posted by Bloodshot [96.250.1.8] on 2017/02/28 09:34:57
Hey everyone, I'm doing some BSP2 mapping for hexen 2 and I ran into a little snag that's driving me crazy.
I have a fairly decent sized level, and the amount of detail requires I use bsp2, but I'm getting "reached occupant at <coords>" whenever I try to add this new area
http://i.imgur.com/FPsiXoR.jpg
There's nothing different about it construction wise, it's not off grid, it's connected to this main area here:
http://i.imgur.com/rd3OGON.jpg
The cliff wall on the left, I cut the brush in two and started making a hallway.
Now it throws reached occupant and points to an entity on the other side of the level, and loading the pointfile it does not draw a line to any hole.
At first i thought i was just missing the hole, but if i move the new room away from there and section it off and put the wall back together, it compiles fine!
I tried making a smaller cave-type entrance in the same spot with there being more wall, and that compiles fine too!
It's literally if i just connect the path using the same sky, and I'm really confused as to why this is happening
 Murphy's Law ?
#18268 posted by JPL [46.218.101.22] on 2017/02/28 09:36:44
 Ok Wtf? I Fixed It Randomly...
#18269 posted by Bloodshot [96.250.1.8] on 2017/02/28 10:01:16
...by making this cliff face on the other side of the map a func_wall
http://i.imgur.com/a2UU7WL.jpg
???
Could it be the way the brush was constructed and the verts were positioned were causing qbsp to shit itself? Early today I got a couple QBSP crashes too randomly until i restored a backup
#18270 posted by Pritchard [121.214.149.10] on 2017/02/28 10:13:43
QBSP shitting itself would not be a big surprise. I've had brushes that should be fine cause issues before, although that's often because I got too ambitious with stretching them out to thin points and other bad ideas...
 Most Likely An Invalid Brush
#18271 posted by SleepwalkR [80.187.119.94] on 2017/02/28 18:31:01
TB's Vertex editing makes it easy to create invalid brushes. Might be a very short edge or just too many faces. Make sure to check the issue list, too.
 Since I'm Here, Might As Well Ask
#18272 posted by Bloodshot [96.250.1.8] on 2017/02/28 23:42:33
What's a better way to construct an irregular outdoor area? Starting as a box room and adding in rock brushes and func_details over it to produce the illusion of a round area? Or cutting up your brushes that are touching the void and modifying their shape directly?
Or is it down to preference? I've been doing it both ways but I'm not sure which is better
#18273 posted by mukor [66.87.76.6] on 2017/02/28 23:56:34
Func_detail shouldnt touch void. Throw a brush behind any that do.
#18274 posted by Pritchard [131.170.5.5] on 2017/03/01 00:36:48
My Method is to start by grouping each brush to keep things workable and then cut them in half longways (http://i.imgur.com/iqJiGyt.png), make one side into a func_detail and then cut like so: http://i.imgur.com/CyZOHmx.png
and then etc. etc. for your detailing. I make sure my floor/ceiling brushes extend out to meet the outer walls.
It takes a bit of practice to make stuff look good but effects like phong with the lighting go a long way to a good looking finished product.
 BLARGH FAACK.
#18275 posted by biff_debris. [99.45.86.4] on 2017/03/01 00:38:16
Trying to compile a test map in Jackhammer, getting the following error:
************ ERROR ************
Error opening C:\Quake\Id1\cb_deco.wad;C:\Quake\Id1\cb_obj.wad: Invalid argument
Bullshit, invalid -- the files are in the directory. There was something you had to do to link the .wads to a map back in the Radiant days, wondering if it's needed still?
#18276 posted by negke [31.18.51.150] on 2017/03/01 01:26:03
Try "wad" "\quake\id1\cb_deco.wad;..." maybe.
 Hi Neg =D
#18278 posted by biff_debris. [99.45.86.4] on 2017/03/01 14:16:30
Well, that information's already in the mapfile:
{
"classname" "worldspawn"
"sounds" "1"
"worldtype" "0"
"mapversion" "220"
"wad" "C:\Quake\Id1\cb_deco.wad;C:\Quake\Id1\cb_obj.wad"
"_generator" "J.A.C.K. 1.1.1064 (vpQuake)"
{
 Crisis Averted.
#18279 posted by biff_debris. [99.45.86.4] on 2017/03/01 14:40:16
Reinstalling TyrUtils (which I thought I was using anyways) apparently solved the problem. Sigh.
 Degenerate Edge
#18280 posted by Kim Smoltz [202.49.0.2] on 2017/03/01 23:35:39
Getting an issue with qbsp:
************ ERROR ************
Degenerate edge at (0.000 0.000 0.000)
However even after seeing nothing suspicious - and moving everything in the area to be sure - it persisted. Some searching revealed it's apparently an issue with the editor accidentally creating a brush with a size of 0 in all dimensions, and that most editors should have built in tools to remove it. How do I go about doing this in Trenchbroom?
#18281 posted by Kim Smoltz [202.49.0.2] on 2017/03/01 23:54:51
Huh, nevermind, the issue is gone after I removed my rock wall to have a crack at making one following the guide ericw posted.
#18282 posted by Kim Smoltz [202.49.0.2] on 2017/03/01 23:54:51
Huh, nevermind, the issue is gone after I removed my rock wall to have a crack at making one following the guide ericw posted.
 Func_Train Won't Damage Players?
#18283 posted by MissBubbles [75.139.180.79] on 2017/03/02 09:47:21
In Quake 1, is it possible to have a func_train damage and kill players when it touches them, without having to push them into a wall for the damage to actually be applied? It seems like it will only kill the player when they've been pushed into another surface.
#18284 posted by czg [212.16.188.76] on 2017/03/02 10:11:37
I'm not really able to test it, but it could be as simple as adding
"touch" "train_blocked"
as a key to the train.
 Not By Regular Means
#18285 posted by negke [31.18.51.150] on 2017/03/02 10:12:31
There's a hack that *kind of* does that, but it's not entirely reliable.
If you add "touch" "hurt_touch" and a sufficiently high "dmg" value to the func_train, it'll kill the player when he actively touches it. Actively means the player needs to move towards the train in order for the damage to be applied; just standing still will make the train push the player as usual.
Preach probably knows a way to do it more reliably. Depends on what the whole thing is for really, and if there isn't another approach.
#18286 posted by MissBubbles [75.139.180.79] on 2017/03/02 10:34:24
@czg
Thanks! That did exactly what I wanted it to do. I didn't know I could just add that keyvalue to the entity.
 How Feasible Are Brush Based Trees In BSP2?
#18287 posted by Bloodshot [96.250.1.8] on 2017/03/02 11:54:51
I made these out of brushes + _phong for a swamp and I was quite happy with the result
http://www.youtube.com/watch?v=ksL2sIViaFs
They are quite detailed and I made sure to fix any non-integer verts that popped up, but how feasible is this for BSP2? Would I be able to fill up a decent sized level with these?
 Umm
#18288 posted by onetruepurple [37.8.230.26] on 2017/03/02 12:31:54
At this point you may prefer a .map to .mdl converter.
 What About As Entities?
#18289 posted by Bloodshot [75.99.35.251] on 2017/03/02 13:25:32
I had made a large group of trees as one func breakable with negative health so they would be like a group of trees with accurate collision. Is having them as ents that way still a problem?
I could convert them to mdl no problem and use skip for collision, it just helped me save on temp ent limit problems that would be caused by too many tree entities in one visleaf
#18290 posted by Shambler [88.111.220.190] on 2017/03/03 16:51:11
Coming Back To Q1 Mapping [EDIT]
Posted by demorlo [73.138.207.223] on 2017/03/03 16:37:16
I've started to map again and i'm trying to known the current toolset for Q1. I've chosen QuakeSpasm as my engine, since it runs pretty well on Linux. And TrenchBroom seems to be the standard now. However:
- What are the current options for building BSP's?
- What is being used for textures?
#18291 posted by Shambler [88.111.220.190] on 2017/03/03 16:51:31
Documentation On Parsing MAP Format [EDIT]
Posted by demorlo [73.138.207.223] on 2017/03/03 16:39:26
I've been able to find lot's and lot's of detailed information on the BSP format and how to render it, but the MAP is another story. Does anyone have any good links on the details of the format? Not only Q1, but the differences between Q1, Q2 and Q3 as well.
#18292 posted by MissBubbles [75.139.180.79] on 2017/03/04 06:40:47
Ok so I pretty much have the same question I had last time... but this time with doors. Can I make it so that touching a func_door kills the player?
 Use Trigger_hurt?
#18293 posted by damage_inc [172.56.27.116] on 2017/03/04 09:10:58
You can use a thin trigger_hurt brush assigned with enough damage to kill the player, placed right in front of the door.
Then if you had a button(or another entity/trigger/action)to open the door you would also add a "killtarget" targeting the trigger_hurt brush.
Here's the setup...
door:
targetname = dr1
spawnflag set to "toggle"
trigger_hurt:
targetname = kill_payer_now
Damage(dmg) = 1000
button:
target = dr1
killtarget = kill_player_now
In JACK adding a killtarget to a button is done using "smart edit" and adding a new key/value pair. I don't know about TB and other editors.
You of course can adjust this to suit your needs.
hth's,
- damage_
 MissBubbles
#18294 posted by adib [192.228.185.222] on 2017/03/04 17:57:02
You mean, a door that crushes the player while closing? It's the property "dmg". Give it a high value like 1000.
#18295 posted by MissBubbles [75.139.180.79] on 2017/03/05 01:12:29
I should have clarified. In my original post about the func_train issue, I wanted the player to be killed by merely touching the train, not the force of the train pushing you into the wall. This was made possibly by using "touch" "train_blocked" as a keyvalue.
I'm trying to replicate that effect but this time with a door. Essentially, I want to create a large spike ( using a func_door ) that acts as a trap that kills the player as if by impalement, instead of being " crushed " aka pushed into a wall by the spike. So the problem is that, even though I'm giving it a high damage value, it isn't doing anything to the player without having another surface nearby to press them into.
If that isn't possible, I could try to redesign the whole thing by using a func_train instead of a func_door I suppose.
 I'm Not Able To Look At The Source Atm So I Don't Know For Sure
#18296 posted by czg [213.113.209.223] on 2017/03/05 09:09:19
I'm not sure if func_door overwrites the touch function in its setup. I know it does if you give it a message, but it might not if you leave it blank? If it does, you should be able to use the same trick as for the train.
 Oh Never Mind.
#18297 posted by czg [213.113.209.223] on 2017/03/05 09:18:13
From https://quakewiki.org/wiki/doors.qc
self.touch = door_touch;
It always overrides the touch function, so you can't use that trick.
I guess you could maybe do the whole thing as an info_notnull and add all the door functionality manually? It's not doing anything crazy on setup, you just have to explicitly set its movement and give it sounds and stuff.
Posting on mobile so I can't verify anything...
#18298 posted by negke [31.18.51.150] on 2017/03/05 09:44:42
Or simply a clip brush above the spike?
 MissBubbles
#18299 posted by adib [192.228.185.222] on 2017/03/05 14:10:47
Then just make your spike inside a trigger_hurt.
 Hacks On Doors
#18300 posted by Preach [82.46.16.57] on 2017/03/05 19:58:39
 Success
#18301 posted by Preach [82.46.16.57] on 2017/03/05 22:38:23
Here's how to do it:
https://tomeofpreach.wordpress.com/2017/03/05/masquerading-as-a-door/
Here's a test map that demonstrates it:
http://www.quaketastic.com/files/single_player/maps/mask.zip
Obviously this is a bit more complicated than just adding one key to an entity, but I can't see a simpler way. Let me know if it misbehaves.
 Nice
#18302 posted by negke [31.18.51.150] on 2017/03/06 10:15:37
Obviously way over the top for something as simple as a spike trap, but I'm curious as to which other application this may have.
#18303 posted by MissBubbles [75.139.180.79] on 2017/03/11 08:53:38
@Preach Thanks for the help - unfortunately this solution looks a bit over my head, and I'm not sure how I would go about applying it to the way I have my trap set up. I've never messed with these types of entities before. As far as my problem goes, I might just look into other ways to set up the trap itself, as in the positioning of it, not the entity functions. I appreciate you going out of your way to help though!
#18304 posted by Newhouse [109.240.50.116] on 2017/03/11 10:46:22
Hey, if someone knows more about quake textures, I have question for you.
Is there similar textures like wizard wood, something that would go to trees and roots?
#18305 posted by Kim Smoltz [122.57.107.217] on 2017/03/13 01:32:58
Is there a pre-made texture wad featuring all the textures from Quake, Rogue and Hipnotic? I had been using one called q.wad that claimed to be, but I got around to finishing Rogue and realised there were many textures there that weren't in the .wad.
#18306 posted by khreathor [31.11.131.48] on 2017/03/13 01:51:08
 Fgd For Ericw Compile Tools
#18307 posted by DaZ [79.66.145.243] on 2017/03/13 14:11:00
I've updated my FGD file for version v0.15.9 of Ericw tools so you can now set phong on brush models and projected textures on lights.
https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
Tested with J.A.C.K steam release
#18308 posted by Naitelveni [91.153.6.110] on 2017/03/13 19:13:54
Too many vertices (65579 > 65535). Recompile with the "-bsp2" flag to lift this restriction.
is this bad? is compiling in bsp2 a bad thing?
 #18308
#18309 posted by Kinn [86.154.183.10] on 2017/03/13 19:33:46
Is your map sealed? If not, then seal your map and the problem will go away.
If your map is sealed, then it usually means your map is bum-splashingly large. This is not generally a problem now, and bsp2 is not bad, but it means people can only play it in bsp2-supporting engines. Is that an issue today? I doubt it. If something thinks it is, I'd like to hear reasons.
 Ahem
#18310 posted by Kinn [86.154.183.10] on 2017/03/13 19:35:04
If something thinks it is
If *someone* thinks it is
 Kinn
#18311 posted by Naitelveni [91.153.6.110] on 2017/03/13 19:42:20
Thanks for clearing that for me!
#18313 posted by Kim Smoltz [122.57.107.217] on 2017/03/15 01:20:43
Are there any basic map scripting guides? I'm wanting to make a brush (or rather a group of brushes) move 64 units while rotating so that it appears to be rolling out of the way. Attempting to search for this turns up a lot of unrelated results, or stuff to do with HUD scripting for Quakeworld.
 @Kim
#18314 posted by dumptruck_ds [168.161.192.15] on 2017/03/15 01:40:04
Rotating brushes are not a feature of vanilla Quake. You'd need to use the mission pack Scourge of Armagon or another mod that has the same feature.
Hipnotic quake-c (original release 3.12.97) - with compiler warnings fixed. A great mod code base if you want: rotating brushes / doors, water swell, rubble, clocks, earthquakes, etc. Featured in "Scourge of Armagon" - Mission Pack 1. NOTE: any code that requires models / sounds must be modified or you must acquire the mission pack.
http://www.moddb.com/groups/qc/downloads/hipnotic-quake-c-release
#18315 posted by Kim Smoltz [122.57.107.217] on 2017/03/15 09:31:18
Ah, in that case I might just move the brush rather than delving into this for my first map, it's only for a secret, so digging into this to add a little bit of detail rather than focusing on the map itself is missing the forest for the trees. Although I'll certainly have a look once I become more adept at making maps.
If I shift into stuff more pertinent to actual design, the best kind of secret seems to be one where the player notices a potential rocket/nade/slope jump, tries it and is rewarded both for being observant and having the ability to make the jump. But when that isn't on the table, is it best to make the reward for finding a secret visible to make them start hunting for it? Originally I had the key hidden behind an octagonal panel, and the key could be seen around the edges, but I'm unsure whether it's better to directly signpost secrets like this or just to create interesting areas in the map that prompt investigation, that then leads to finding a secret. It probably doesn't matter as much for little ammo caches and the like, but for something like a key that will unlock a sizeable secret or the only LG/RL available in the map I'm not too sure which approach is best.
 Two Questions:
#18316 posted by Daya [90.47.222.244] on 2017/03/15 09:54:50
1. I once had documentation on the amount of map unit the player can traverse per second, when he jumps, how he climbs stairs, anybody still has it?
2. Can sky brushes be turned into func_doors, especially func_door_secret?
#18317 posted by Kim Smoltz [122.57.107.217] on 2017/03/15 10:59:24
I'm assuming you're wanting to hide a secret in the sky rather than actually move the sky brushes that seal the map. You should be able to make a "fake" sky brush that has a space behind it in order to hide something, as you can see in the linked image any brush that isn't actually part of the skybox but has been given a sky texture will just blend into the skybox (here I removed the bounding skybox so it's visible): https://s30.postimg.org/5cjbru1q9/spasm0000.png
If you're actually wanting to move the skybox that seals the map I'm fairly sure that's impossible because a door is considered a brush entity, and in order for the map to be built no entity can trace a line into the void.
 #18315: Don't Require Trick Jumps In Q1SP, Even For Secrets
#18318 posted by total_newbie [79.197.97.127] on 2017/03/15 11:32:12
the best kind of secret seems to be one where the player notices a potential rocket/nade/slope jump, tries it and is rewarded both for being observant and having the ability to make the jump.
Err, I would disagree completely. Very few maps hide their secrets in areas accessible only via rocket/grenade-jump, and I would say a secret should be accessible in some other way. Rocket jumping and especially grenade jumping are advanced player skills that are used for speedrunning and sequence breaking. They shouldn't be required by any area of your map, including secrets, for at least two reasons:
1) If your map requires specialised/advanced movement skills, you're excluding a large number of players.
2) Because rocket/grenade-jumping are tricks used in sequence-breaking, there is the implicit assumption that the designer would not require them. Hence even players who are able to do these jumps would often refrain from using them when playing through a map, in order to experience the map as intended by the mapper. So someone might spend a lot of time looking for the "correct" way of accessing a secret, despite being able to rocket-jump to it. So if your secrets require rocket/grenade-jumps, you're bound to frustrate/annoy certain players.
The same would mostly apply to slope-jumping, but it's a slighly different animal. On one hand, many players may not even know that slope-jumping is a thing in Quake -- so it's even more "advanced" in a sense -- but on the other hand, it does not damage the player, so it carries less risk than rocket jumping. It is something that may in theory even happen by accident. So you could, if you design your map well, get players to slope-jump even if they never knew if was possible. There are a few maps that do exactly that -- but you really need to know what you're doing as a mapper. I would say that if you're still figuring out good map/gameplay design, refrain from requiring any trick jumps in Q1SP.
 Kim
#18319 posted by Daya [90.47.222.244] on 2017/03/15 11:43:59
This is what I've been doing, I'm glad you confirmed me what I'm intending to do works. Thanks!
 #18315: Bla Bla Bla, Part 2
#18320 posted by total_newbie [79.197.97.127] on 2017/03/15 12:07:35
is it best to make the reward for finding a secret visible to make them start hunting for it? Originally I had the key hidden behind an octagonal panel, and the key could be seen around the edges, but I'm unsure whether it's better to directly signpost secrets like this or just to create interesting areas in the map that prompt investigation, that then leads to finding a secret.
In my conceited opinion, little glimpses of items that are not directly accessible but tease the player are cool, so if you can easily do that in your map, I'd say go for it. It's not crucial, though, so if it would e.g. ruin the aesthetic of the area, there's no need to force it.
The important thing for me as a player, whether or not the secret is "signposted" by a visible item, is that the solution to the secret should make sense, and not be completely random (e.g. a secret door or func_illusionary that is in no way visually differentiated from its surroundings).
interesting areas in the map that prompt investigation, that then leads to finding a secret --> you can't go wrong with this, I think (with or without a teasing item). I personally love these kinds of secrets and am always a little disappointed when I explore around and am not rewarded. I know that some mappers will look at how their beta testers play through their map and which nooks and crannies they tend to discover while exploring the map, and then add secrets there.
 Secrets And Trick Jumping - Probably A Bad Idea
#18321 posted by Kinn [86.154.183.10] on 2017/03/15 16:04:08
Yeah, I just want to agree wholeheartedly with total_newbie, because this is also a pet peeve of mine.
The overwhelming problem with trick jumps - as total_newbie says - is that more often than not, you can use them to utterly break a map, because map designers typically do not do extensive QA to determine all the ways that rocket/slope/grenade jumps can break the design, so players should assume that if they are trickjumping around, they may be breaking everything anyway, and any hidden areas found may not actually have been intended to be found that way by the designer.
On the other hand, there may be a case for doing it if the mapper specifically states that trickjumping is a valid way to play the map, but you'd have to communicate that to the player clearly somehow, and it will still probably annoy people who aren't the l33t speedrunner type.
 One Suggetions For Slope Jumps.
#18322 posted by Newhouse [188.238.63.169] on 2017/03/15 16:38:37
It is good to experiment though, something not so relevant might become relevant if it is expressed in a right way.. maybe making circular shaped pillar "J" and on top of it secret weapon or something. But remember make it possible, that player can jump on top of it without using slope jump skill, but that would be the first possible "easy slope secret" if you're making more maps that would extend that idea further.
I think some player's might try to run against that J-shaped pillar and press jump accidentally at the right moment and angle, and then possible learn that nice trick first time. Make the pillar small that it looks like player could barely jump on top of it, that might strive players most likely jump against it and try running.
 Suggestion*
#18323 posted by Newhouse [188.238.63.169] on 2017/03/15 16:38:56
#18324 posted by Jonas [46.142.60.197] on 2017/03/15 20:55:21
Isn't slope jumping in id1, in e4m1? That makes it seem pretty legit.
#18325 posted by Rick [75.65.153.192] on 2017/03/15 21:01:18
I used sky textured doors (or maybe func_walls) to hide monsters up in the sky in Castle of Oblivion. I remember testing it in an early version of Fitzquake and the sky textures didn't animate, but that was fixed in later versions.
#18326 posted by Kinn [178.162.197.1] on 2017/03/15 21:28:11
Isn't slope jumping in id1, in e4m1?
I think you're right.
To be honest, I still think requiring trick jumping for secrets is a bad idea, but an even worse idea is me being all preachy about it, so I'm gonna change my advice to "just do whatever you think is cool".
#18327 posted by lpowell [64.85.226.50] on 2017/03/15 21:44:31
I absolutely disagree that building maps to facilitate or encourage rocket jumping should be off-limits. In fact it's a pet peeve of *mine* that while rocket jumping is such a well-known, recognized mechanic, there are only a handful of single-player maps that are built with it in mind. Not that I think every map should require it, but just that considering how many maps are out there I think I could use more like digs07.
I agree with Kinn that it would be a good idea to explain in the readme that your map requires rocket jumping, or state that there's a "super secret" that requires a rocket jump to access. It's really unfortunate that, as Kinn states, most mappers seem not to care about this extremely cool mechanic, and it has resulted in players assuming it's only a way to "break" the map.
I do enjoy "breaking" maps with rocket jumps if I see an opportunity, in all honesty, but there is so much potential to make really cool levels built with the skill in mind. Might make a few quick proof-of-concept maps after I finish my QUMP entry.
#18328 posted by onetruepurple [37.8.230.13] on 2017/03/15 21:50:23
The moment you begin building a map where rocket jumping is an intentional means of progression, players will start using rocket jumping as if it was an "allowed" mechanic in maps where it wasn't.
"I can't find any way to get up, guess I need to rocket jump! *breaks progression and gets annoyed at "the map being unfair* "
This isn't me theoretizing either, it's already happened: https://www.youtube.com/watch?v=RDCtyDycIOI&t=36m27s
#18329 posted by Rick [75.65.153.192] on 2017/03/15 21:57:48
I don't think anything in a single player map should require a rocket jump.
I generally build things in a way that it will be obvious to the player when they are not supposed to be able to get somewhere. If they want to ignore that, it's not a problem. No clip is easier though.
 Otp
#18330 posted by Lpowell [4.16.45.43] on 2017/03/15 22:36:40
Then I'll be sure to put a message in the readme after where I explain the map requires rocket jumping saying "don't do this on any other map, you filthy cheater," etc.
#18331 posted by Newhouse [188.238.77.94] on 2017/03/15 23:50:56
Otp, though in that map it wasn't either required, wind pad just wasn't as obvious to the player as it should have been.
#18332 posted by onetruepurple [37.8.230.13] on 2017/03/15 23:59:53
Doesn't matter.
"The way forward is unclear, maybe I need to rocket jump" is not a behavior that should be encouraged.
 I Agree With OTP But...
#18333 posted by dumptruck_ds [168.161.192.15] on 2017/03/16 00:09:39
I think you can have a puzzle that requires a specific maneuver if you tell the player. It may not work for everyone but a shootable hint along the lines of "The Well of Wishes Awaits in the Crypt of Decay" would be fine by me. And a good example of giving the player positive feedback for figuring a little secret or out. Use the stretched faces behind a blocked off area just as in the id1 Start level
Here are some suggestions:
"A fire at your feet will show you the way."
"A quick blast will lift your spirits."
"Hey dipshit rocket jump up there."
#18334 posted by Pritchard [131.170.5.3] on 2017/03/16 01:20:40
Just put down some scorch-marks. Sure, quake doesn't have them normally, but when people see a burned texture on the floor, it might give them a hint that "hey, i'm supposed to try something here!"
Worrying about whether or not this sort of thing is a bad thing to teach players is a losing battle. Most people already know about rocket jumping, and although some choose not to use it, there really isn't anything you can do to stop people who want to. People will break your map when they play it if they can, and there really isn't anything you can do about it, except for building it better so that they don't feel the need to.
 Thanks Pritchard
#18335 posted by Lpowell [75.36.214.57] on 2017/03/16 02:34:20
Seriously, insisting that incorporating one of the coolest, most iconic unintentional mechanics in a game is off-limits to people making maps for this game *as a hobby* because it *encourages bad behavior* in the playerbase is pretty silly. Like Pritchard said above, its pretty widely known about, and I would add not even hard to learn, pretending it doesn't exist is silly especially given the rich opportunities to make cool shut that exist.
This is way off topic though.
 Skill Select Room
#18336 posted by Naitelveni [91.153.6.110] on 2017/03/16 02:45:13
I tried looking at some source files from maps, but i cant figure it out. Someone please walk me thru the process.
I want to set a skill select area in my map without changing the map.
#18337 posted by Pritchard [131.170.5.5] on 2017/03/16 05:11:51
As far as I know you have to change or restart the level after the difficulty has been set, because what difficulty it is on (0,1,2,3*) can change which monsters are spawned or not.
*3 is nightmare and normally doesn't change anything from hard but I think there are some hacks to make it behave differently to hard as well...
 Lpowell
#18338 posted by onetruepurple [37.8.230.13] on 2017/03/16 08:47:42
Have you considered mapping for something like Q3 or Warsow ****as a hobby****?
#18339 posted by Pritchard [121.214.149.10] on 2017/03/16 09:04:52
 @Nait
#18340 posted by dumptruck_ds [168.161.192.15] on 2017/03/16 18:48:35
I can't find an exact link for a tutorial for this but I know it involves using runes and an info_player_start2
Take a look at the source for sock's Fallen From Grace:
http://www.simonoc.com/pages/design/sp/fallen.htm
I have not tried this but it's probably fairly simple.
 Skill Select Room
#18341 posted by Naitelveni [91.153.6.110] on 2017/03/16 20:14:09
The issue has been resolved. thanks.
 Kinda Off Topic?
#18342 posted by DaZ [79.66.145.243] on 2017/03/16 23:51:41
I justed wanted to fart in here and say that Discord is *amazing* for working on maps with a small team. You can drag and drop pics, demos, map files, wads etc into the chat window and it'll upload them for everyone else with no fuss etc. You can pin useful messages and files for everyone to see. It even has full voice chat if you want to use that. And all from a web interface! (Or an app)
I've been digging it.
 Yes
#18343 posted by Vondur [185.6.245.138] on 2017/03/17 09:25:06
i think we should migrate from irc to discord at some point ;)
 Good Idea
#18344 posted by DaZ [79.66.145.243] on 2017/03/17 11:17:58
I made a start on it https://discord.gg/NJ8sKQf
I don't expect it to take over irc, but we can give it a shot perhaps
 Writing New Lines In Messages?
#18347 posted by MissBubbles [75.139.180.79] on 2017/03/18 22:32:12
I've been trying to figure out how to set a new line of text in a message lately but can't seem to get it to work. It appears that in id's maps they use a backslash followed by the letter n to do just this, but whenever I try it it doesn't work, and it just shows the command being written in the message in game. What gives?
 Ah Damn
#18348 posted by ericw [108.173.17.134] on 2017/03/18 22:49:17
you're using TrenchBroom 2 RC3 right?
It's a bug in TrenchBroom. Not much you can do at the moment because they get converted to \\n whenever you save, though I guess you can open the .map in a text editor and find/replace \\n with \n before compiling.
#18349 posted by MissBubbles [75.139.180.79] on 2017/03/19 00:57:52
Yup, TB2 RC3. I didn't know it was a bug, thanks for shedding some light on this issue though. I'll try what you suggested.
 Skulls/bones
#18350 posted by negke [31.18.51.150] on 2017/03/19 12:38:59
Anyone know of a good 'pile-of-skulls/bones' texture?
#18351 posted by onetruepurple [37.8.230.13] on 2017/03/19 13:02:59
skulls2 from februus
 #18350
#18352 posted by total_newbie [79.197.97.127] on 2017/03/19 13:31:00
Maybe also floorskull1 as used in ad_necrokeep (don't know where it's from originally).
 If A Monster Can't Teleport...
#18353 posted by hexcalk [24.23.19.48] on 2017/03/19 22:46:01
Here's something that wakes up a grunt, e1m3-style.
Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtest.zip
 Note: Hcmnstertest
#18354 posted by hexcalk [24.23.19.48] on 2017/03/19 22:50:40
However, you can't play the level until info_player_start is in it.
 Hcmnstertest (wtih Info_player_start)
#18355 posted by hexcalk [24.23.19.48] on 2017/03/19 22:55:54
Alternatively, you could try this.
Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtestips.zip
 But Still...
#18356 posted by hexcalk [24.23.19.48] on 2017/03/19 22:59:22
...You get the "no info_player_start" nonetheless until it's fixed.
#18357 posted by hexcalk [24.23.19.48] on 2017/03/19 23:04:36
I'm guilty of commenting too many times in any single thread within the span of 1 hour, but thankfully hcmnstertestips is fixed.
#18358 posted by Kim Smoltz [122.57.107.217] on 2017/03/19 23:56:41
Is there any way to deal with the double line of mortar that occurs if you use brick textures on large walls due to the edges of each 64*64 texture meeting? The only thing that comes to mind is clipping one row of pixels from the texture but I was hoping there was an option in-editor for this at seems like it would be a common problem
 Kim
#18359 posted by Kinn [86.154.183.10] on 2017/03/20 00:06:49
Absolutely not. Quake's wad texture art cannot be procedurally modified like that, either in editor, at compile, or in-game. You'll simply have to make a new texture that just has a 1 pixel mortar line.
 I'm Intrigued Though...
#18360 posted by Kinn [86.154.183.10] on 2017/03/20 00:09:20
What's the problem it's causing?
#18361 posted by metlslime [67.161.57.57] on 2017/03/20 00:19:38
most decent brick textures should tile properly without a double-thick mortar line.
 Yah
#18362 posted by Kinn [86.154.183.10] on 2017/03/20 02:08:19
I assumed you are talking about quake's stock textures. If you're just using a poorly tiled custom texture then I can see how that would be pants.
#18363 posted by Kim Smoltz [122.57.107.217] on 2017/03/20 02:22:35
@Kinn
It's just an eyesore having double lines of mortar at regular intervals on brick walls, but it's a minor issue so i'll finish the map before looking into it.
Moving on, how can I include custom models in my map, I was able to modify the .fgd file for Trenchbroom and place the models but Quakespasm complains that there's no spawn function for the entities.
 Kim
#18364 posted by Kinn [86.154.183.10] on 2017/03/20 02:45:53
Is it a custom texture? Sorry to be a pain, but any chance you could post a screenshot?
#18365 posted by Kim Smoltz [122.57.107.217] on 2017/03/20 02:56:00
#18366 posted by ericw [108.173.17.134] on 2017/03/20 03:11:42
To get custom .mdl files (things like trees, etc.) in to a map, one way is to run the map under a mod like AD or Quoth. Both of these have entities (AD's misc_model and Quoth's mapobject_custom) for this.
#18367 posted by Kim Smoltz [122.57.107.217] on 2017/03/20 03:16:00
So would that simply entail using the .fgd or .def file included with AD and then running the map under AD?
#18368 posted by Kim Smoltz [122.57.107.217] on 2017/03/20 03:16:46
*using the .fgd or .def file included with AD with trenchbroom.
 Kim
#18369 posted by Kinn [86.154.183.10] on 2017/03/20 03:19:46
Ah, right - wbrick1_2 from rogue.
I've made a fixed version for you which you can download as a .wad here: https://drive.google.com/open?id=0B74rZcw0hvZpT0dOSzZCN0JlNWs
 Kim Sorry, Use This One Instead...
#18370 posted by Kinn [86.154.183.10] on 2017/03/20 03:28:06
#18371 posted by ericw [108.173.17.134] on 2017/03/20 03:31:52
Yep, pretty much just load the AD fgd in trenchbroom, use the misc_model entity in your map, and install the .bsp in quake/ad/maps/, and load the map under AD in the engine.
You'll need to put the .mdl somewhere, and then put the path into the correct field of the misc_model entity. Normally, mdl files go in "quake/mod_name/progs" but you could also put it in "quake/ad/maps/your_map_name_XXX.mdl" which might be more tidy when it comes to distributing the map.
#18372 posted by Kim Smoltz [122.57.107.217] on 2017/03/20 03:38:31
@Kinn
Thanks, having the fixed texture from the start should save me having to manually replace textures later.
@ericw
Great, that simplifies things a lot.
 Building Arch Door Frames
#18373 posted by Vingal [198.48.201.252] on 2017/03/20 05:03:07
Hello,
I'm a new mapper. I'm using Trenchbroom2 and I often have a problem with building frames that fits around the arch-shaped doors of Quake. I can't easily get all sides of the frame being the same thickness.
Ideally, I would like to extrude the frame from the arch-shaped door's outside faces. When I extrude, I would expect the shape to snap to a grid aligned to the surface normal that I extrude from. However, when I do that, my extruded brush aligns to the axis-aligned grid, so when I do the slanted parts of the frame, they don't have the same thickness. This makes it impossible to have a door frame with a uniform width.
The other way I found to do a uniform arch frame is to rotate brushes around the door. This way, the thickness is guaranteed to be the same but it's very restrictive on the angles chosen, error-prone and complicated.
Do you guys have any tips to help me on building arches or similar structures?
#18374 posted by Pritchard [49.185.185.34] on 2017/03/20 05:30:50
You can rotate in smaller increments in TB by entering a value in the menu bar and using that. The Gizmo sadly always rotates by the same interval :(
I think I would have to see pictures to understand what you're trying to do when you're extruding.
 #18373
#18375 posted by mukor [66.41.60.197] on 2017/03/20 06:14:41
http://imgur.com/a/tmtmz
Here a small tutorial i did for arches in TrenchBroom a little while back.
#18376 posted by [198.48.201.252] on 2017/03/20 06:51:38
This is an example of what I want to do (see the metal frame) :
http://imgur.com/a/1RioT
This one I did by rotating a piece around a brush with the door texture, cutting the door to fit with the frame. It doesn't give me the granularity I would like.
Ideally, I would like to be able to cut the door however I like and then extrude the frame from each outer faces of the door's brush. But that doesn't give me a frame with a uniform width (because of the snapping).
#18377 posted by [198.48.201.252] on 2017/03/20 06:54:05
And thanks mukor for the arches tutorial! It doesn't solve my problem but it seems like a way that generates cleaner geometry than how I was doing it in the past. I will use this way in the future
#18378 posted by Vingal [198.48.201.252] on 2017/03/20 07:04:25
Apparently I forgot to use my name on the previous replies... sorry about that!
#18379 posted by Kim Smoltz [122.57.107.217] on 2017/03/21 02:34:49
Does anyone know what's causing this weird shadow?
https://s10.postimg.org/7vs4ur9qx/spasm0000.png
I'm getting some strange behaviour around the disturbed coffins I'm placing, another one i've placed allows the player to walk through the side of it, and this one seems to cause janky shadow behaviour.
#18380 posted by ericw [108.173.17.134] on 2017/03/21 02:57:27
Yeah, both of those are probably technically compiler (qbsp/light) bugs.
The lighting one is caused when there is an obstruction close to a face (less than 2 units away), so the coffin is preventing the lighting from getting set up properly for the floor. I actually will have a fix for this in the next version of my light tool, but for now you can either lift the coffin off the floor by 2 units (might be visible), or turn it into a func_wall and set the keys "_shadow" "1" so it still casts shadows.
The bad collision is just, qbsp tends to mess up on rotated geometry. Try making that coffin a func_wall as well.
#18381 posted by Kim Smoltz [122.57.107.217] on 2017/03/21 03:11:46
That fixed both issues, thanks.
 Where I Can Download SpeedBaze Texturepack?
#18382 posted by qekko [188.238.143.15] on 2017/03/21 13:45:54
Hello! I am newbie, and I currently got inspired by R.P.G.'s map "And All That Could Have Been".
I read from Quaddicted description, that it used Speedbase textures, and I want to play with those.
There is some aesthetics that I really like.
 Here
#18383 posted by Vondur [185.6.245.138] on 2017/03/21 14:03:21
 Thanks!
#18384 posted by qekko [188.238.143.15] on 2017/03/21 14:08:28
appreciated much!
 Two Issues
#18386 posted by Kim Smoltz [122.57.107.217] on 2017/03/21 20:21:46
I've realised why I don't see stuff like the coffins I'm placing commonly in maps, it seems that once you rotate angled surfaces on 2 or more axis texture lock fails and it becomes night impossible to align textures correctly. I take it I just need to be more conservative with rotating complex geometry?
Secondly, I'm able to place models using AD's misc_model, but as I can't see the model in-editor precise placement becomes tricky, is there any way to enable a preview, or a flag that will bring the base of the model flush with the surface above/below it?
 Kim
#18387 posted by Kinn [86.154.183.10] on 2017/03/21 21:47:46
Also, when rotating composite objects arbitrarily (objects made of more than one brush) your plane points will be off-grid, and you will probably have micro-cracks where the brushes meet due to float inaccuracy. That could cause issues in the bsp, as you found earlier.
#18388 posted by ericw [108.173.17.134] on 2017/03/21 22:13:23
Yeah, the limited texture lock comes from the vanilla .MAP format; Quake itself/compiled .BSP's can handle full texture lock.
You can choose the Valve 220 map format when you start a new map in TrenchBroom 2, which has full texture lock, the only problem is I don't know an easy / reliable way to convert vanilla to 220 if you've already started the map in vanilla format.
#18389 posted by Pritchard [131.170.5.1] on 2017/03/21 23:28:11
Yeah, not being able to convert really sucks. Someone should write a tool to do it, assuming it would be possible at all. I'm stuck on standard format because when I started the map 220 was broken-ish in tb2...
#18390 posted by ericw [108.173.17.134] on 2017/03/22 01:14:47
Hm.. yeah I'm going to take a shot at adding it to qbsp.
#18391 posted by Pritchard [131.170.5.5] on 2017/03/22 03:19:08
How would that work? QBSP outputting a new .map?
#18392 posted by ericw [108.173.17.134] on 2017/03/22 05:27:15
Yeah, it should be a separate tool I guess, but for now I just added a "-convert valve220" flag to qbsp that makes it output a new .MAP and exit. It adds a suffix so it doesn't overwrite the input map file. Seems to be working so I'll post a beta soon!
 Ericw
#18393 posted by total_newbie [79.197.97.127] on 2017/03/22 13:00:23
That's fantastic! I'm in the same boat as Pritchard, and have been hoping for a standard-->220 converter for about a year and a half now.
 @EricW
#18394 posted by dumptruck_ds [168.161.192.15] on 2017/03/22 18:11:06
See this is why people are still mapping for Quake after 20 years. Tools updated by people who give a shit! Amazing - I have had this affect me a few times as well so this would be a welcome addition. Thanks.
 Textures For My Castle?
#18395 posted by brassbite [178.7.28.65] on 2017/03/26 08:35:35
I started my first map going for a claustrophibic castle look, and used Ik-White textures because I loved mapjam2's aestetic the most. Now I have noticed that my architecture isn't interesting enough to compensate for the small number of ik- blue/white textures, as architecture was strong with ikka's maps. To replace the white textures I want to go with some nice brick walls. I would consider going with default Quake, just write the texture name.
 @brassbite, Few Suggestions
#18396 posted by Newhouse [188.238.75.196] on 2017/03/26 11:22:04
quake.wad, try some grey city textures? Search "city". In ad_start, search "stone". knave.wad has also some really good choices.
 Consider Trying
#18397 posted by Pritchard [131.170.5.3] on 2017/03/27 02:17:45
http://celephais.net/board/view_thread.php?id=61211&start=770
This new update fixes a bug where < 1 unit gaps could cause bugs in light generation. It looks like what's happening there.
The other option is to look at your brushes and figure out what's weird about them. It's usually not a good idea to have such tiny gaps anyway...
 Wait What
#18398 posted by Pritchard [131.170.5.3] on 2017/03/27 02:20:08
I need to remember to refresh both my memory and my browser... That post was written as a reply to #18379 which is quite an old post now...
 Please Compile...
#18399 posted by brassbite [188.99.38.137] on 2017/03/27 21:40:23
So with the help of the compiling log and the point file I could avoid getting a pts after compiling. I need help fixing three last errors. Warning 19: No entitys in empty space no filling performed (hull 1&2).
Warning 16 Texture TB_empty not found. How do I find those damn entitys flying in outer space? How do I find the face which I didn't texture, that got the standard Trenchbroom texture?
#18400 posted by ericw [108.173.17.134] on 2017/03/27 21:56:48
Warning 19: No entitys in empty space no filling performed (hull 1&2).
This can happen if you have almost no entities in the map, and all of them are near walls.
When qbsp builds hull1/2, it expands all of the burshes, and if they happen to cover up all of the entities when expanded you can get this error.
 Thx
#18401 posted by brassbite [188.105.104.192] on 2017/03/28 06:30:31
Well that's probably the issue 19 solved because I just wanted to have a sneakpeak of the level ingame and I just started working on it. How many units should I elavate my info_player1_start? I guess 10 should do. I still have to find the untextured face(es).
 UM!
#18403 posted by PyroGXPilot [71.89.205.34] on 2017/03/29 08:35:00
42
 Checking To See If I Can Post
#18404 posted by drow [216.121.179.178] on 2017/04/05 20:52:56
 Quake Map Limits
#18405 posted by drow [216.121.179.178] on 2017/04/05 21:10:07
Hi I was wondering if anyone had any information about if modern quake engines have any limitations with respect to brushes, vertices, entities etc...
I am trying to make a map but am getting a little carried away with it. I am worried that I am working on something that will never run because I've taken it too far or something. It's gonna be awhile before it's sealed up and am wondering if that time would be better spent simplifying the brushwork.
SS of map in editor:
http://i.imgur.com/riPcFnE.png
SS of map in game (from a few days ago:)
http://i.imgur.com/m128dD2.png
#18406 posted by khreathor [91.217.18.31] on 2017/04/05 21:26:42
https://quakewiki.org/wiki/Engine_Limits
and with BSP2 you can go with even higher limits
 Thanks.
#18407 posted by drow [216.121.153.123] on 2017/04/05 22:14:45
Okay next question, is there a way to check if a map exceeds these limits without compiling?
 Map Limits
#18408 posted by Spike [86.163.87.210] on 2017/04/05 23:32:43
is there a way to check if a map exceeds these limits without compiling
no. pretty much all the limits are subject to qbsp's csg or bsp tree logic, which can even vary from one qbsp to the next.
While you could try guessing based upon brush count, quite often its what you did with them that counts.
For instance, if your map has no leaks then the outside part of your map can be completely cut away, the leafs are merged, the nodes are redundant, those faces can be discarded, etc - this significantly reduces the amount of data needed.
If you have a lot of surfaces all cutting through each other then you'll have noticably more nodes/clipnodes per brush. Stuff like that.
Do note that there's an unsigned variant/reinterpretation of the vanilla format which doubles the formats limits from 32k to 64k in various cases, which is incompatible with vanilla (hence how various engines claim various 64k limits where vanilla does not). Many qbsps will generate this without even realising it (although light+vis utils might then bug out if they're really old, depending on what you exceeded).
#18409 posted by drow. [216.121.179.178] on 2017/04/06 00:58:08
So from what you say and what I've read, I understand that as long as I'm sensible with my brush work, seal the map, use updated tools and compile with BSP2 that I don't have much to worry about??
#18410 posted by khreathor [178.235.147.230] on 2017/04/06 01:17:46
Don't use BSP2 from the start, switch to it only when you reach the first limit.
Check your bsp with bspinfo to get more precise data, but from screenshots you have posted, I think you're far from the first limit.
 Thanks.
#18412 posted by drow [216.121.179.178] on 2017/04/06 03:08:42
 If
#18413 posted by Qmaster [50.40.221.174] on 2017/04/08 03:55:06
You use tyrutils it will give an error once you exceed the limits. Then you can add "-bsp2" to the qbsp parameters.
 LEAK LEAK LEAK
#18414 posted by DaZ [79.66.145.243] on 2017/04/08 22:09:20
I'm in leak hell. Absolutely stumped :P
Using Tyrutils v15.4 & J.A.C.K editor
The map leaks through solid walls into the void. There are no entities outside the level. The map is sealed. I've meticulously checked everything. When I put giant brushes over half the map to leak hunt, the un-boxes part leaks, this repeats no matter where I put the brushes. I literally covered the entire level in giant brushes aside from the player start box and it still leaked.
Any ideas a very much appreciated :)
 Oh Fuckety Fuck
#18415 posted by DaZ [79.66.145.243] on 2017/04/08 22:19:15
Here's a brush from the map file
( 193.373 -320.665 600 ) ( 192.665 -321.373 600 ) ( 216 -343.293 600 ) COP1_2 [ 0.707093 -0.707121 0 -11.127 ] [ -0.707107 -0.707107 -0 -59.0101 ] 0 1.00098 0.999997
( 215.293 -344 632 ) ( 192.665 -321.373 632 ) ( 216 -343.293 632 ) COP1_2 [ 0.707114 -0.707099 0 -11.4788 ] [ -0.707107 -0.707107 -0 -59.01 ] 0 1 0.999997
( 216 -343.293 632 ) ( 216 -343.293 600 ) ( 215.293 -344 632 ) COP1_2 [ 0.707099 0.707114 -0 59.0142 ] [ -0 -0 -1 56 ] 0 0.999997 1
( 192.665 -321.373 632 ) ( 192.665 -321.373 600 ) ( 193.373 -320.665 632 ) COP1_2 [ 0.707099 0.707114 0 59.0139 ] [ 0 0 -1 56 ] 0 0.999997 1
( 215.293 -344 632 ) ( 215.293 -344 600 ) ( 192.665 -321.373 632 ) COP1_2 [ 0.707107 -0.707107 -0 -11.4797 ] [ -0 -0 -1 56 ] 0 1 1
( 193.373 -320.665 632 ) ( 193.373 -320.665 600 ) ( 216 -343.293 632 ) RUNE_A [ 0.707107 -0.707107 0 -11.4801 ] [ 0 -0 -1 24 ] 0 0.999999 1
Horray for guinea pigging new level editors
 Found The Cause
#18416 posted by DaZ [79.66.145.243] on 2017/04/08 23:36:54
In JACK you can free rotate a selection of vertices in vertex edit mode around a pivot point under your mouse cursor by right click -> dragging in the 2d view. Even if you go back and move the rotated verts back onto grid after the operation they will be off by a tiny amount, resulting in the crazy decimal points.
So : PSA - Don't use vertex free rotate mode!
 Curve Texture Advice
#18417 posted by Pritchard [121.214.100.12] on 2017/04/10 16:40:42
http://i.imgur.com/2qIIzYV.png
So, I recently converted my map from standard to valve 220 format, thanks to ericw's recent tool update. As nice as textures not "shearing" all of the time when you do weird and kinky things to your brushes is though, I find myself missing the nicer way that standard format seems to handle textures wrapped around curved brushes.
The image linked at the top of the post is an example of this - both are valve 220 brushes, but the left one has texturing from before I converted the map, and the other has had its textures freshly "reset" to no offset/rotation/scaling.
Does anyone have any tips for getting the sort of look that the brush on the left has for "new" brushes? I imagine it must be possible in the format still, but it obviously does not come naturally...
 Bad Surface Extents
#18418 posted by drow [216.121.179.178] on 2017/04/12 02:37:54
Getting this error in Quakespazm. Solutions I've tried is using the find/replace feature in notepad to remove all water/sky textures from map, and also tied "-subdivide 256" on the Txqbsp command line. (without fully understanding what it does.) It still fails to load.
I'm beginning to think that the issue is architectural. i.e. too much visible to player or something. Could that be the case? The map on a fastvis was in the ballpark of 30+ megs which is something I've never seen before. And if thats the case, is there anything I can do to salvage the map?
in editor screenshot:
http://i.imgur.com/4b0xReO.png
#18419 posted by ericw [108.173.17.134] on 2017/04/12 03:47:10
It's definitely not too much architectural detail, most likely bad texture alignment on a face.
My light tool used to print an error for this with the texture name and coordinates of the face to aid fixing it, but it looks like that message was broken at some point. I can take a look at the bsp if you want.
 Fgd For Ericw Compile Tools
#18420 posted by DOOMer [89.109.215.213] on 2017/04/12 06:12:07
I'm trying download DaZ's .fgd from post #18307, but I get the 404 error.
Where I get JACK-compatible .fgd for vanilla Quake and Ericw compilers?
 Drow
#18421 posted by Shamblernaut [203.59.103.83] on 2017/04/12 08:15:12
I had this error recently, you may have a brush somewhere with a texture that is either squished waaaaay to small or stretched waaaay to high.
I ended up pasting the map file into excel, using spaces to delimit the rows, then sorting by the last row to see the highest and lowest values.
I don't know what the exact limits are, but I would get rid of any texture that is scaled smaller than 0.1 or larger than 5.
#18422 posted by drow [216.121.179.178] on 2017/04/12 17:06:02
if you notice in the SS, that none of the textures are aligned, that is because I selected all and reset textures in an effort to solve a problem with texture scale that was causing BSP to fail.. It worked but loading the map would still crash the engine. "Bad Surface Extants." it says.
I managed to compile a "working" version of the map by placing a giant brush in the middle of it, effectively blocking view to the other side. It runs fine apparently in Quakespasm no problem but the map was targeted for quakeworld and in QW its a disaster.
QS SS: http://i.imgur.com/22j6yh3.png
QW SS: http://i.imgur.com/4QWcwXM.png
I thought that running a full vis overnight might solve the QW issues but when I woke up it still had 33 hrs to go. Also in QW it takes some time for it to load and you need the -mem 128 command line too.
It was a lot of fun putting this map together but find that working within the the perimeters of QBSP and engine (somewhat restrictive) capabilities to be an unforeseen challenge. I'm still compelled to work on it, but a lot of my focus will be on scaling it back, or salvaging the more clever brushwork (by my standards) for more sensible application.
I loved mapping for Quake back in the day and find that modern editors are so fluid and responsive that it's very easy to become drunk with power.
#18423 posted by negke [31.18.51.150] on 2017/04/13 00:44:04
Which compilers did you use - does this occur with bjptools_xt or tyrutils_ericw?
#18424 posted by drow [216.121.179.178] on 2017/04/13 01:02:12
TxQBSP 1.13 I want to experiment more with the existing compilers though.
 Pritchard
#18425 posted by Qmaster [70.195.84.167] on 2017/04/14 18:39:23
Make sure that your faces are all set to 'world' alignment, not 'face'. (P.S. world/face terms used by Worldcraft/JACK/Hammer and may not match terminology for your editor)
 Drow's Screenshot
#18426 posted by FifthElephant [82.21.157.236] on 2017/04/15 00:12:51
is so similar to a map I was working on over a year ago it's crazy... it took me a second to realise it wasnt the same map.
 DOOMer
#18427 posted by DaZ [79.66.145.243] on 2017/04/15 05:52:57
 DaZ
#18428 posted by DOOMer [89.109.215.213] on 2017/04/15 14:39:08
Big thanks for this.
 How To Create Glass?
#18429 posted by [91.153.7.43] on 2017/04/19 20:52:10
how to create transparent glass?
 Clear Glass
#18430 posted by Preach [82.46.16.57] on 2017/04/19 21:07:56
Introduce manganese dioxide into the manufacturing process.
 Skip Tool
#18431 posted by JPL [83.201.202.69] on 2017/04/19 21:15:59
... is your friend ... (but I didn;t have link in mind where you could find it)
OK, others, please correct me if I do not remember properly:
1/ Create a brush using a "plain" water texture (i.e using only one color) and name it *<watername>: this wil be your glass
2/ Create a func_wall of the exact same size, and use a skip texture there
3/ Add skip tool in your list of compilation tool, after bsp process (bsp/skip/vis/light). So ultimately the func_wall will have its texture removed but remains solid (you can't pass through it), but the "water" texture remains gicing the glass texture visual.
4/ Load the map, and adjust r_water_alpha value in the console to a value that is below 1.. the closer to 0, the more transparent the glass.
Enjoy !
 #18429
#18432 posted by Bloughsburgh [12.1.224.170] on 2017/04/19 21:29:06
An alternative way is to use a solid color texture (such as grey) and make it a func_wall.
Add an alpha key with value of however transparent you want the glass (So .65 for example).
 That Will Work Too...
#18433 posted by JPL [83.201.202.69] on 2017/04/20 22:10:52
... but I am not sure this is supported by all engines... not even sure the other techniques is working with all engines either.. though...
#18434 posted by mukor [66.41.62.191] on 2017/04/21 01:06:35
https://www.quaddicted.com/reviews/mfxsp17.html
This map has an example of glass. It comes with a .map that you can look at to see how it was done.
#18435 posted by Pritchard [131.170.239.18] on 2017/04/21 04:52:47
Neither technique would work with the original engines as far as I know, but I'm pretty sure that the alpha key has been a thing for a while... someone correct me if I'm wrong of course.
#18436 posted by PuLSaR [92.241.15.106] on 2017/04/21 12:26:51
alpha key doesn't always work as intented. I usually make teleporters' liquid a func_wall with alpha 1, but it often looks transparent anyway (I noticed that in videos/streams)
 Hmm
#18437 posted by DaZ [79.66.145.243] on 2017/04/21 21:48:24
Quakespasm supports seperate alpha for water/slime/lava/telefluid set in worldspawn just fyi :)
 Vertexes Limit
#18438 posted by negke [31.18.51.150] on 2017/04/26 14:41:02
What are the potential problems if exceeding the vertexes limit? I'm pretty much right at it now. However, only just noticed that I had exceeded it by roughly 4000 in MCE with no apparent downsides that I'm aware of?!
 Where Is This Information At!
#18439 posted by damage_inc [172.58.6.255] on 2017/04/27 00:38:20
Quakespasm supports seperate alpha for water/slime/lava/telefluid set in worldspawn just fyi :)
I must have missed it.
#18440 posted by ericw [108.173.17.134] on 2017/04/27 00:49:10
BSP 29 has a hard limit of 65536 verts, because face edges reference verts with a 16-bit unsigned integer. I doubt any qbsp will let you exceed this and still write out a BSP 29 file because the map rendering would be totally messed up if it did.
Where was the warning / limit coming from?
 @damage_inc
#18441 posted by ericw [108.173.17.134] on 2017/04/27 00:59:10
http://quakespasm.sourceforge.net/Quakespasm.html#ss6.3
func_wall with alpha 1, but it often looks transparent anyway (I noticed that in videos/streams)
What engine was that with? AFAIK that is a bug, at least with the Fitzquake / protocol 666 interpretation of alpha. the Fitz 0.85 code specifically mentions that "_alpha" "0" means to use r_wateralpha for liquids, but other "_alpha" values besides 0 take precedence over r_wateralpha
 @ericw
#18442 posted by damage_inc [172.58.6.255] on 2017/04/27 02:07:16
Thanks so much. Bookmarked!
 Ericw
#18443 posted by negke [31.18.51.150] on 2017/04/27 08:40:20
TxQbsp reports WARNING: Vertexes 33657 exceed normal engine max 32767.
But it seems there are no consequences, maybe only in software Quake.
#18444 posted by Spike [86.140.27.46] on 2017/04/27 15:11:05
vanilla's vertex limit is 65535 apparently.
I didn't check the asm to ensure that it doesn't sign extend, but otherwise the datatypes are already unsigned and thus already 65k.
#18445 posted by PuLSaR [92.241.15.106] on 2017/04/27 17:05:06
What engine was that with?
Quakespasm, don't know the version, I guess the recent one. Gotta check it out myself.
Btw it was with func_illusionary, not func_wall if that matters. Works correctly in latest mark v tho.
 Question About WinQuake R_surfs And Edges
#18446 posted by Redfield [76.71.27.228] on 2017/04/29 01:22:55
Hi, I've been searching for some info but wasn't able to find anything conclusive. The map I'm working on is almost done, I've made some huge changes and the map is now fully playable in WinQuake, a program I've not used in... let's not say how long.
The only problem is greyflash, I know easily fixable by setting r_surfs and r_edges to say 10000, and the map runs perfect. I wan't to reduce the amount of polys being rendered so the map runs akin to and id map. Essentially max 800 surfs, 2400 edges. I am almost there, 80% of the map is below this limit.
Will doing a full vis help this? Haven't done it yet and it may take at least a day or so. Is there any other way to reduce what is rendered, I've already simplified and added "S turns." Any help is appreciated.
Thanks.
#18447 posted by Rick [73.203.182.173] on 2017/04/29 02:47:45
I think you should have run vis first, before making huge changes. In GLQuake, vis can reduce r_speeds by a factor of 10 or more. If that has any correlation to r_surfs and r_edges in WinQuake, it may have been all you needed to do.
#18448 posted by Redfield [76.71.27.228] on 2017/04/29 03:03:38
Yeah that's what I was guessing. The reason I made changes had nothing to do with VIS. I had to reduce entities, edicts and marksurfaces to be compliant with WinQuake. I will give VIS level 4 a try though. Thank you.
 ..a Health Consuming Doubt
#18451 posted by komagama [151.16.48.217] on 2017/05/12 04:25:08
help guys:
I'm trying a Q1 total conversion(a true one! as Carmack stated in gpl readme) and I created my monsters totally re-skinning the standard knight model in qme.
So,in a supposed commercial release, may I use them also with the knight animations left untouched in qme ?
-my monsters don't resemble id original in any way and after all animations frames are only numeric values in qme.. not assets I guess-
 Since
#18452 posted by Qmaster [67.45.40.52] on 2017/05/12 05:39:21
the knights are in the free shareware Quake demo (pak0.PAK), you're fine.
 Shareware Does Not Mean Free To Use
#18453 posted by No [204.17.56.42] on 2017/05/12 08:34:37
Besides, shareware Quake may only be used to testplay the game, not used to run mods or build upon. Don't be fooled by things like nQuake and the like claiming it's all legal and "free Quake".
 Not A Lawyer, However:
#18455 posted by Shamblernaut [106.68.193.13] on 2017/05/12 11:22:12
I'm pretty sure the sources were GPL'd and not the assets. Unless you're remodelling the whole thing from scratch, you can't use so much as a frame.
 ..interesting
#18456 posted by komagama [151.16.138.192] on 2017/05/12 13:22:48
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work
By the way why nobody tries to do TC's anymore since gpl license let you even sell them ?
#18457 posted by khreathor [91.217.18.31] on 2017/05/12 18:35:24
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work
Make new, better models. Old ones are ok, but for example UVs are garbage, wastes a lot of space.
By the way why nobody tries to do TC's anymore since gpl license let you even sell them ?
Laziness... ;D
Making TC is like making a new game. idTech 2 is quite outdated and has few annoying downsides, so I guess people prefer to work on their project with newer engines, especially when engines like Unity/Unreal are widely available.
 The Only Positive To Using Idtech2
#18458 posted by Shamblernaut [106.68.193.13] on 2017/05/12 19:09:11
Would be if you were already familiar with it and wanted to develop in an iterative manner, replacing what you needed to as you got to it.
... And having said that there are probably still better options out there for this.
 Lightmapped Water
#18459 posted by necros [173.239.230.8] on 2017/05/13 17:58:03
hey guys... what's the current state of lit water? engines that support it? main branches of compilers that do?
 Item_key1
#18460 posted by brassbite [188.99.44.170] on 2017/05/13 19:21:28
How do I turn the key into a rune key?
I don't know the spawnflag or key name.
#18461 posted by ericw [108.173.17.134] on 2017/05/13 19:28:00
"worldtype" "1" in worldspawn
(there's also "2" for base keys: https://quakewiki.org/wiki/worldspawn )
 Worldtype
#18462 posted by Bloughsburgh [71.61.61.77] on 2017/05/13 19:29:34
Change Worldtype key to value 1 (Metal/Runic) from World Spawn.
 Which Ambient Sound Change In Different Worldtypes?
#18463 posted by brassbite [188.99.44.170] on 2017/05/13 23:33:56
As the QuakeWiki says that it's not only for the purpose of changing key models.
Thanks anyways for that info.
 It Only Affects Keys And Doors
#18464 posted by negke [31.18.51.150] on 2017/05/14 00:12:39
Different key models and pickup sounds, and the sounds/touch messages of key doors.
 Sorry One Last Question..
#18465 posted by komagama [151.16.55.38] on 2017/05/14 13:57:39
When creating my own monsters/animations in QME do I have to maintain all references, names/numbers of frames, numbers of vertices/objects or else QC will go mad and possibly won't load ?(!)
thank
 #18465
#18466 posted by khreathor [178.235.147.3] on 2017/05/14 18:31:43
If you want to use original progs, then you'll have to keep same frames as original models, because reading frames into animations is hardcoded in QC.
So for example if run is on frame1-frame10, you'll have to make new run animation in this range.
 I'm Back, Hello Mappers
#18467 posted by Johnison Boa [181.160.99.194] on 2017/05/14 23:03:51
My Quake forever proyect is back. It was forgotten long time for the exams, music, video proyects, searching my center. My biggest trouble is fix the leaks, point file, glitches.
I'm using TB 2.0 version and I really need your help guys to fix my maps, I have the leak .pts file generated from the qbsp in my directory, but I don't know were to put the reached occupant in TB 2.0 (-1248 64 -24 supposedly). In the old TB I remember I can put the coordinates of the leak and automatly select the object coincident. How I do it in TB 2.0?
 ...And How I Add Light To A Plat, Button, Door?
#18468 posted by Johnison Boa [181.160.99.194] on 2017/05/15 00:57:31
 Add Light To Entity
#18470 posted by Qmaster [70.195.86.190] on 2017/05/16 16:18:50
 #18470
#18471 posted by Kinn [81.131.159.223] on 2017/05/16 17:19:29
Why on earth would you add light properties to some arbitrary entity when you can just make a light entity in the place where you need the light (which makes what's going on clearer in the editor)...?
Is there any trick/benefit here that I'm missing?
 Related Point...
#18472 posted by Kinn [81.131.159.223] on 2017/05/16 17:25:36
(assuming tyrutils-ericw used) you can add the "_minlight" key to a brush model to give the model a uniform base light level, but adding the "light" key just makes it act like a regular light (right?) and because that light will be emitted from the model origin, it is unlikely to light the brush model in a way that you'd like.
 Adding Light
#18473 posted by Qmaster [70.195.86.190] on 2017/05/16 18:48:30
To powerups and weapons can make it easier to light instead of having a hard-to-select light on top of the item.
Otherwise, ya put in a normal light.
 Light On Non-lights
#18474 posted by Preach [82.46.16.57] on 2017/05/16 22:21:48
I'm sure that once upon a time light tools would only look at the lighting keys from entities whose classname began with "light". Has that changed?
I'd be glad if it has changed, as it's really helpful for mapobjects in two ways: firstly you can create a custom torch model etc and have it emit light just like a normal torch. I was considering adding a classname "light_mapobject_custom" to Quoth to work around it.
Secondly: for mapobjects which aren't obviously lights, a tight spotlight pointing straight down can be used to finely control the light levels of the model (perhaps with negative light if it's too bright). Adding the keys directly to the mapobject entity would make this trick a bit simpler and more robust.
 #18474
#18475 posted by Kinn [81.131.159.223] on 2017/05/16 22:42:35
A good post.
 #18475
#18476 posted by [85.181.104.241] on 2017/05/16 23:14:43
A well put posted post.
 Light Key Support
#18477 posted by Qmaster [67.45.40.52] on 2017/05/17 01:09:57
I got the idea for lights on weapons from id, e4m6 or 7 I think.
I thought all compilers supported this?
 Just Wanted To Know...
#18478 posted by brassbite [188.98.252.29] on 2017/05/17 07:36:47
can water brushes be a door, platform or train? How about changing water levels like in OoT? The only design flaws were the obviously broken boot-change mechanic and the sometimes not so obvious hints to a puzzle, otherwise it stands as one of the best dungeons of the game.
 Not In ID1.
#18479 posted by onetruepurple [85.232.250.182] on 2017/05/17 08:57:01
#18481 posted by Rick [73.203.182.173] on 2017/05/17 19:13:58
Making my first Quake map I somehow managed to assign a light value to an enforcer. It took me a while to figure out why that monster closet was so bright.
I don't remember what the actual compiling tools were. That was 1996/97 so probably whatever came with the original Worldcraft.
 #18470, Thanks Qmaster!
#18483 posted by Johnison Boa [181.160.193.213] on 2017/05/18 01:15:43
I hope it will work :)
 @Rick Haha Nice!
#18484 posted by Qmaster [67.45.40.52] on 2017/05/18 03:00:02
#18478: take a look at http://quake.chaoticbox.com/downloads/extras_r4.zip mod. It has the best usage of changing water levels that I've found so far.
Also, AD supports puddles that drain with the trigger_touchsound which oddly is more of a func_ since it is visible.
 Delayed Entity Creation?
#18487 posted by [172.77.37.225] on 2017/05/19 18:32:26
Complete noob to mapping here, been experimenting with it and have been trying to figure out a kind of odd scenario- is there a way to prevent an entity from appearing until the player has done something else in the map, i.e. pressing a button or killing a certain enemy? I know monsters can be teleported in, but I mean things like a pickup or message trigger not existing until it's called. Something like the episode gates that only appear if you have the rune, but within a single map (and without runes).
I'd imagine it's possible to kludge something together for item pickups (hide them in the roof/walls/floor and raise them when triggered), but what about entities that can't be pushed around like that?
 Yes.
#18488 posted by [77.180.41.239] on 2017/05/19 18:39:29
It depends on the MOD you use.
With vanilla quake you only have the ability to have monsters spawned in from closets. (Think of rooms not connected to the map layout. Put a trigger_teleport around the monster, and a teleport_destination where you want to spawn that monster. All you have to do is now to target the trigger_teleport when desired. (Button pressed or trigger_counter fired or or...)
With MODs like Quoth or AD this is even easier, just give the monster a spawnflag (iirc 32 in quoth, 96 in AD) and target the monster via your setup. (Monster needs a targetname set for this to work.)
 #18487
#18489 posted by dumptruck_ds [168.161.192.15] on 2017/05/19 19:15:01
One (complicated) option I've considered using but haven't yet was having an exact copy of the section of your map with the revised entities.
So you have section A of the map and an alternate version that's unreachable outside the play area. Let's call it A-2. Your player moves through A and kills monsters etc. Moves forward to section B (make sure and separate A from B with a "gate" of some kind - a door, teleporter, elevator.) The player moves thru B to hit a button or solve a puzzle required to move ahead back in section A. By teleporting the player back or finding some other way to route them back to the copy A-2 you could have all kinds of things going on. The dead monsters would be missing but I can't think of any other downside other than that interconnected areas would not work with this method.
#18490 posted by [172.77.37.225] on 2017/05/19 19:39:15
@18488
I know about teleporting monsters, I was hoping for something similar for entities that can't be teleported (which monsters can be) and can't be pushed by func_doors (which health/armor/weapons/pickups can be).
@18489
That's actually a damn clever idea, and the dead monsters could be handled by adding static dead-monster models in the second version of the map- they wouldn't be in the exact spots they died in the original, but not many players would be that attentive anyway. Only thing is depending on the size of the map section, that could be a *lot* of brushes and entities to double up on (and if the branching point is at the very start of the map, pretty much out of the question), and would require some smart design to not make the transition too obvious.
 Check These Articles
#18491 posted by Bloughsburgh [75.151.243.225] on 2017/05/19 19:50:49
https://tomeofpreach.wordpress.com/2017/03/14/further-logic-gates-for-2017/
I think you are looking for logic gates?
In vanilla quake you can setup up logic gate map hacks to get things like triggers activating AFTER you do something else in the map.
#18492 posted by ericw [108.173.17.134] on 2017/05/19 19:51:18
Check out the entity state system in Arcane Dimensions. It generalizes the idea of starting "off" (invisible, like it's not spawned), "disabled" (visible but no interactions), or "on" (visible and normal behaviour) to most entities.
You can start an entity in a particular state, and switch entities to a new state by triggering a "trigger_entitystate_on" or "trigger_entitystate_off" (etc.) that targets the entity you want to modify.
It's great for swapping in new gameplay to the same area of a map.
#18493 posted by [172.77.37.225] on 2017/05/19 20:17:15
@Bloughsburgh
I've read a number of articles on that site regarding logic gates in Quake, and the implementation seems solid, even if reading it tends to make me go glassy-eyed after a bit- however the issue here isn't making something (call it Thing A) only usable after the player does something else, it's making Thing A not be apparent or interactive to the player in the first place until they do something else.
Think of it like walking down a hallway, doing something at the end of the hallway, then on the way back a message appears telling the player something by way of a trigger_once that now exists in the hall. In this case the trigger_once is Thing A. I know you could make that message appear easily by use of an automatic delay once the player accomplishes whatever's at the end of the hall, but you won't be able to dictate exactly where they are when the message comes through.
I hope I'm making sense, it's hard to put this type of thing into words and I am not good with computer.
@ericw
Arcane Dimensions is actually the exact mod that made me start thinking about this- specifically, the keycards in Crucial Error and tomes in Bogbottom that don't appear at all until you've already been someplace else and triggered whatever causes them to appear. I know AD has heaps of new features like that but I was looking for something that works in vanilla Quake, in a single .bsp without requiring a -game switch or any additional codebase used.
 Hmm
#18494 posted by Bloughsburgh [75.151.243.225] on 2017/05/19 20:29:17
Walking down the hallway and in the middle is an inactive trigger and on the way back that trigger is now active and will provide a message?
That's a logic gate to me.
Now if you want that now active trigger to make something appear that isn't an item? I could be over complicating things but you could do something like have it lower from an invisible func_door in the ceiling being targeted by that previous inactive trigger or thing A haha.
It's confusing to be sure.
 Mid Map Spawning
#18495 posted by Preach [82.46.16.57] on 2017/05/19 20:34:38
People always link to the logic gate one but that's massively overkill a lot of the time. They mean to link to this tutorial:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
Important editorial note, this tutorial includes a prank! The first example of spawning an ogre doesn't work, it just crashes your map. Perhaps I should have started with an example that works, then moved on to one that doesn't, oh well. The point is that you can delay spawn a trigger using the method in this article, which does exactly what you need for your hallway example.
This works for a variety of entities, but triggers are certainly the best case. Monsters don't work, but you can use teleporters there. If you try this trick on a particular entity and it doesn't work, just say and I'll see if I can find a trick...
 @preach Is The Man
#18496 posted by dumptruck_ds [168.161.192.15] on 2017/05/19 21:02:28
Thanks. I hope the original poster is able to use this. I will try it out too.
 The Man Indeed!
#18497 posted by [172.77.37.225] on 2017/05/20 01:23:51
The method in that article is dead simple and works perfectly, thanks a ton! Haven't experimented with many other entity types yet but it works fine for the hallway example from above- I cobbled together a quick example map (.bsp and .map included) for anyone browsing in the future who can't quite figure it out.
#18498 posted by Pritchard [137.147.25.141] on 2017/05/20 09:19:55
When I'm distributing my map, is it alright to include my own folder that becomes part of the mod the map is for?
My map uses AD, but I have a small set of custom models I need to include with my map. To keep things organized, right now I have them stored in a separate folder from where models are usually stored in AD (progs/), which is simply named "pritchard".
Is this the right way to include custom models with my map?
 Yes
#18499 posted by onetruepurple [178.235.146.55] on 2017/05/20 09:56:52
In fact it's the correct way of avoiding any filename conflicts.
 Right Otp
#18500 posted by mfx [77.179.40.194] on 2017/05/20 21:58:21
All you want is to avoid any conflicts between assets.
Do follow these simple guidelines.
/progs/ is for .mdl and .mdl only!
/maps/your_folder_here/ is for anything .bsp.
For example all breakable rubble models you make should go into maps/your_folder_here/ (if they are bsp, but i assume nobody makes rubble .mdls these days)
Bsp models are the easier way to have external custom content.
 Darkplaces And Trenchbroom
#18501 posted by Pectabyte [73.222.146.3] on 2017/05/20 23:54:10
Hey guys!
Long time Quake fan, first time poster. I've been playing a lot of Darkplaces Mod for Q1 recently and decided to look into mapping for it. I'm familiar with GTKRadiant as I used to make Jedi Knight 2 and Quake 3 maps but after some googling I found Trenbroom and decided I wanted to use it.
Is it possible to use Trenchbroom to make levels for Quake 1 Darkplaces? I can't find a tutorial on how to setup Trenchbroom to do it. Does anyone have one? I keep getting the error "cannot find: (filepath)"
#18502 posted by Baker [65.60.237.219] on 2017/05/21 06:36:57
 Ericw Surface Light Prefab?
#18503 posted by megaman [92.203.53.210] on 2017/05/27 19:52:18
Does somebody have a prefab map that predefines all surface lights as light entities for ericw's light?
 Re:surface Lights
#18504 posted by megaman [92.203.53.210] on 2017/05/27 19:58:16
Is it normal that they're very bright with very low light values?
E.g. I use -surflight_subdivide 8 -bounce 4 and light=2 is already kinda bright
#18505 posted by ericw [108.173.17.134] on 2017/05/27 20:11:56
I don't have an example map handy, but the surface lights feature is pretty dumb (was one of the first things I wrote when learning lighting). it's just automated copy/paste of the template entity, and with "-surflight_subdivide 8" they'll be duplicated every 8x8 units, which will create a ton of lights. There's no scaling of brightness to compensate for the subdivision size.
 Megaman
#18506 posted by Shamblernaut [106.68.131.99] on 2017/05/28 03:09:44
Unless ericw has changed it, bounce values above 1 do nothing. It's binary, on or off.
 Im Back!
#18507 posted by Bullitt93 [71.90.162.73] on 2017/05/28 07:09:44
Hows everyone doing? I'm back this time i bought Quake 3 from steam, downloaded it and gtkradiant and now when i try to make a map it shows "shader image missing" on 99% of the textures? Can anyone please help????!
 @ #18507
#18508 posted by Redfield [76.71.26.136] on 2017/05/30 09:20:32
Have you specified the correct path-name for the location of the shaders? Check this link: https://jkhub.org/topic/2800-shader-image-missing/
Otherwise I have no idea, might have better luck on a Q3 dedicated or Radiant forum.
Redfield
 A Good Old Hipnotic Rotator Question.
#18509 posted by Redfield [76.71.26.136] on 2017/05/30 09:28:08
Hi everyone, there is a lot of information about rotating brushes available, but its a complex thing depending on what one is building. I haven't been able to find anything concrete.
I have built a rotating bridge in a map for Arcane Dimensions using the standard Hipnotic entities with A.D. The bridge works fine, is lit, and has collision, the problem is the bridge is so large I have to use "a million" func_movewalls for the collision.
I found a post by Preach hinting that you can use Hipnotic rotation and add "solid" to the shell without using func_movewalls. I have no idea what this means or if its possible without changing the code. As it is, the bridge works fine I'm just wondering if someone can help me simplify the func_movewalls issue.
Thanks, Redfield
 @ #18507
#18510 posted by dumptruck_ds [168.161.192.15] on 2017/05/30 20:13:06
Just a stab in the dark here but have you un-pak'd the textures?
Another possible helpful link: https://ws.q3df.org/level_design/editors/
 Redfield
#18511 posted by negke [31.18.51.150] on 2017/05/30 20:25:52
I think that's the very reason the Hipnotic rotation code is considered such as massive hack and extremely awkward to use.
No idea what Preach said or hinted at, nor what your bridge looks like and how it's supposed to work, but just to throw in a random idea for a workaround: perhaps you could block the player from crossing the bridge until the rotation has finished? And only use the movewalls for the floor parts and spawn an invisible func_wall afterwards to make sure everything clips correctly once the bridge is in its final position?
 On Rotate_object
#18512 posted by Qmaster [70.195.83.100] on 2017/05/30 22:31:31
Give key of "solid" and value of "4".
Don't know what will happen once it rotates but good luck.
#18513 posted by Spike [86.145.140.247] on 2017/05/31 00:06:26
support for rotating SOLID_BSP entities depends upon the engine in question.
hipnotic rotation is a massive hack because it works around the engine not supporting rotation for physics, and that it does so by using so many entities.
unfortunately many engines still do not offer a better alternative, and frankly, hull size limitations will always be an issue with true rotation anyway.
#18514 posted by Pritchard [131.170.239.17] on 2017/05/31 03:05:05
Players can walk across moderately sized gaps without incident, can't they? Depending on who will be using your bridge, perhaps you could just chop bits out of your func_movewall hell to reduce the entity count. Be careful, as the gaps will have to be conservative, and if monsters need to cross while it's in motion it probably won't work very well.
You could also incorporate the latter part of negke's suggestion into this to make it work better when it's stationary.
 Its Coming Together...
#18515 posted by Redfield [67.70.53.197] on 2017/05/31 10:24:53
Thanks for the tips everyone. I did make some adjustments to the func_movewalls and now there is less of them and it works more fluidly. The problem was they weren't square brushes along the axis of rotation and so were being displaced in one direction or the other. I made them the same length and width and now they move more fluidly with the rotate_object.
I made a cheesy video of it that can be seen here: https://www.youtube.com/watch?v=uWMlfJ4cFfQ The movewalls are made visible in the video. If anyone wants to take a look and give some suggestions I'd appreciate it.
I did try adding a solid key with value 4. It had no effect I could see. The brushes were non solid and I couldn't walk on the bridge. I could also try negke's suggestion and simply have some func_walls that are invisible and toggle based on the switch, but as it is the movewalls are doing an ok job.
This was a real puzzle. I initially had the func_movewalls as a grouped entity and nothing worked. It drove me nuts trying to figure out what was wrong.
 Cool
#18516 posted by Qmaster [70.195.83.100] on 2017/05/31 18:27:30
I was picturing a drawbridge but that is even better.
 It's Kind Of Like The End Of Episode 2.
#18517 posted by brassbite [188.98.251.4] on 2017/05/31 22:09:57
 Shifted Clip Hull On Train?
#18518 posted by megaman [92.203.30.141] on 2017/06/02 09:50:35
I seem to have two trains here that have a shifted cliphull (or draw surfaces?)
any idea on that?
#18519 posted by negke [31.18.51.150] on 2017/06/02 10:23:38
See if you accidentally gave them an angle field.
 Mission Packs
#18520 posted by sevin [67.239.133.200] on 2017/06/02 19:46:37
Maybe I'm missing something, but why don't more people use weapons/monsters from the mission packs? I almost never see them used; even Quoth is way more common to use for variety. I do sometimes see mission pack textures used in packs for jams, but that's about it.
 @sevin
#18521 posted by dumptruck_ds [168.161.192.15] on 2017/06/02 20:56:23
I've wondered the same thing. I have planned on doing multiple versions of the same map for a while to give players alternative playthroughs. My Deathmatch map Lividus release added support for both mission packs but I've only just started SP mapping a while back. My current map will be released for vanilla and maybe a Zerstorer version later. I think it's a good idea to take a bit of extra time and give people more than just one version. Maybe a "remix" version for Hipnotic or Rogue or both with all new secrets. I think that would be a fun approach and entice people to replay maps.
I believe I saw a project a few months back here that combines everything from the mission packs and other mods into one giant progs.dat/pak but not sure of the status.
More info on my Lividus map here: https://secretlevelsite.wordpress.com/my-levels/
 Oh Awesome
#18522 posted by megaman [92.203.7.246] on 2017/06/03 01:34:08
i probably did. what does that do?
 Dumptruck
#18523 posted by sevin [67.239.133.200] on 2017/06/03 01:35:49
What do you mean that you "added support" for both mission packs? As in the weapons from the packs are included in the your DM map? And your current map being released for vanilla and Zerstorer? You just mean the theme? Like the Zerstorer version will use Zer textures or something?
 Sevin
#18524 posted by dumptruck_ds [168.161.192.15] on 2017/06/03 02:14:01
Well "added support" is a clumsy way of saying I made additional bsps with those entities added to the map. In the zip file I provided 3 separate versions of the map for id1, hipnotic and rogue.
I'm not sure how far I will go beyond textures for the Zerstorer version of my current map. I played the original when it came out (1997?) so I need to read the the dev notes and see how much work making a specific version for that mod would take. IIRC there are only new weapons, sound code and cinematic tools. It's funny because someone said on QuakeOne "reminds me of Zerstorer" so I thought what the heck? Let me "re-skin" the level and add a few entities as I did before. Not sure if it's gonna be a mess or worthwhile.
 Dumptruck
#18525 posted by sevin [67.239.133.200] on 2017/06/03 02:22:40
And by entities you just mean you added the weapon entities for each version of the game as some variety for the deathmatch?
Yeah, I suppose the defining elements of Zer were the cutscenes and textures. Just wanted to clarify what you meant.
It's kind of a shame about the mission packs, it just seems really odd to me that they are barely even mentioned on Func. I don't think I've ever played a release with mission pack content outside of textures used for a retrojam or something.
#18526 posted by Pritchard [124.180.138.22] on 2017/06/03 03:38:51
There are a lot of mods out there that borrow enemies and gameplay (rotating brushes etc.) from the packs...
As to why there are so few maps made for the packs themselves, perhaps it's an accessibility thing? I have no idea where I'd go to find editor .fgd or .def files for them, nor documentation in general for that matter...
Not that I've really looked, but still...
 My Map
#18527 posted by Qmaster [70.195.69.252] on 2017/06/03 04:14:01
Terracity uses gremlins. #shamelessplug
But my uber mod will make accessing using mission pack content easy...someday #shamelessplug2omg
There is a link for mispack fgds zip on this site:https://www.quakewiki.net/archives/worldcraft/files/files.shtm
 And Example Maps At The Bottom Of That Page
#18528 posted by Qmaster [70.195.69.252] on 2017/06/03 04:15:28
 3rd Post Sorry Sorry
#18529 posted by Qmaster [70.195.69.252] on 2017/06/03 04:16:52
Just wanted to say that you struck a cord with me because being able to use both mision packs was the original impetus for my uber mod. And I couldn't leave out AD, and so on.
 Qmaster
#18530 posted by sevin [67.239.133.200] on 2017/06/03 04:31:40
What's your uber mod? You got a thread about it yet?
 Still In Development
#18531 posted by Qmaster [70.195.69.252] on 2017/06/03 04:40:07
Combines totality of features from ID1, Hipnotic, Rogue, Quoth (not latest version), Kinn, and several other mods all under and including AD latest version along with my additions such as my programmable syncronizing robot (megasuper func_train).
Close to feature complete, working on documentation, readme, example map, and finishing at least one of my sprawling maps that uses the mod before releasing it.
 Hmm
#18532 posted by sevin [67.239.133.200] on 2017/06/03 04:51:07
So it's going to be an amalgamation of entities from official Id content and big mods? Lots of different monsters/weapons/textures etc.?
 Re: Mission Packs
#18533 posted by negke [31.18.51.150] on 2017/06/03 14:43:16
I suppose they aren't used much, because they were never freely available and easily accessible like mods and aren't as versatile. Even now, I'd imagine many players only own the main game, not the mission packs.
Personally, I don't really think it's worthwhile making or re-playing a map a second time in the missonpacks just for some additional monsters or items - only if the experience was substantially different.
 So
#18534 posted by sevin [67.239.133.200] on 2017/06/03 17:56:20
When were they added to Steam? Both the packs are $6 total, easily accessible.
I'm not saying maps should be remixed to be used with entities in mission packs - or other mods for that matter - but it just seems strange that base maps aren't made with a mixture of the guns/monsters that the mission packs include. After all, it's official content. Why miss out on that variety?
 Are Their Any Mapping Tools
#18535 posted by dumptruck_ds [168.161.192.15] on 2017/06/07 19:20:45
...that allow you to "mirror" brushes? e.g. Make a "flipped" copy of a room or level?
I tend to recall this but it may have been a dream or something from Doom editors.
 QuArK Has Mirror Duplicators.
#18536 posted by mfx [77.180.15.40] on 2017/06/07 19:22:55
 @mfx
#18537 posted by dumptruck_ds [168.161.192.15] on 2017/06/07 20:23:36
Shit!
To mis-quote Indiana Jones: "Quarks, it had to be Quarks."
I appreciate all the Quark has to offer -- but the UI is so baffling to me I've never used it to even build a box room.
 Tb Has Flip
#18538 posted by ericw [172.219.250.220] on 2017/06/07 20:43:45
Ctrl+f
#18539 posted by Rick [73.203.182.173] on 2017/06/07 20:58:16
Netradiant can do it. You just make a copy, then you can flip or rotate on any axis
 Ericw
#18540 posted by dumptruck_ds [168.161.192.15] on 2017/06/07 21:21:13
heh.
I use Tb2 everyday and didn't realize that. doh!
Thanks for the responses guys.
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