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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Just Fix Da Leex 
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 ... 
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 
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! 
 
I think that's preach's waterfall, so it'd be up on his blog for sure. 
It Is Indeed Preach's 
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. 
 
There's a generic model entity you can use. just download the model from the blog. 
Need To Search Deeper Next Time 
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 
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 
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 
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 
...the sound doesn't begin playing... 
Waterfall Of Joyful Tears 
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 
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! 
 
yeah, it'll stop when you leave listening range too :( 
 
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 
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 
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? 
 
I think each corner has a wait of "-1" so it just waits at each floor until it gets triggered again. 
E2M6 
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 
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! 
 
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 
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 
r

I hate that lift 
 
Make the lift a secret. And there is an instant death pit under it. 
Doomery 
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. 
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