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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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Humble Suggestion 
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 
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 
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 
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 
shadow 1
skip textured 
Negative Lighting 
You can also make a big light at the bottom which has a negative light value. 
Antilight 
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 
The fancy new sunlight tools and dirtmapping. 
 
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: 
What are anti-lights? Are they just light entities with a negative "light" value? 
Yep, Antilights = Negative Light Values 
 
Thanks! 
 
Gibberish In The Centre Of The World 
Not sure if this should go in the TrenchBroom thread instead, but anyway...

I've been working on a map and in the 3d window, right where the three axes meet, there is this label that is unreadable. It looks like an entity label, but there is no entity there. In addition it looks like several different words printed over one another. Here's a screenshot (I would really rather not post the map itself in its current state; it's a mess of noobish brushwork and poorly-executed clich�d ideas that no-one should see):
https://i.imgur.com/K3qFkdY.jpg

I do have several func_groups in this map and my first thought was that I was seeing the names I gave to the func_groups superimposed on one another ... but why would I see that, and why in the centre of the world, especially when there are no func_groups or other entities there? I could understand it if this label popped up in a spot where I have several func_groups or nested groups, but here?

It is not really hindering my work on the map, but I am just curious as to what the cause may be. 
 
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 
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 
 
 
A bug in Netradiant, you mean? 
How I Make A Counter Without Message 
Because are 2 scourges, when they get death activates a door for an ambush. 
Me Noob #16551 
I found it. No reply :P 
 
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 
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 
 
 
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 
"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 
I probably won't even look at it, only the source. 
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