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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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Doom 2 Levels Are Pretty Crap I Don't Think Anyone Will Disagree 
 
Doom 2 
Had some terrible maps. 
E2m6 Is Pretty Much The Worst Doom Level Ever 
 
Sac 
 
Func_train 
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 
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 
double posting! :( 
 
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 
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 
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 
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! 
 
Which editor? 
 
TrenchBroom includes a Quoth2 FGD that displays models in the editor 
 
You have to make sure you point to the mod folder in preferences 
 
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! 
 
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 
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 
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 
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 
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? 
 
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 
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? 
 
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 
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? 
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