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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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Map Compile Error. 
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? 
like water and sky/lava?

Avoid that by having a small gap between them. 
Windows 
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 
You have to avoid clipping them out to the void, compensate that by putting worldspawn brushes on/around said liquid brushes. 
 
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 
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 
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" 
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? 
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. 
make sure all faces of brush are clip texture 
And Also 
And also all faces of brush are clip texture, but it's not working for some reasons. 
Angles 
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. 
 
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 
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" 
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 
 
Reply 'I Don't Think It's A Bug In TB' 
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 
try setting no_item_offset 1 in worldspawn. 
Or It's A Problem With The Def Or FGD? 
 
Reply 'When Using Arcane Dimensions' 
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?' 
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 
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' 
Thanks, what an nice idea - I will use it totally sooner or later* 
Re #16459 
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 
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 ^^ 
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