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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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Skin Numbering 
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 
Duly noted.

I'll take it one step at a time. Make my fish first, I'll worry about including them in AD later. 
 
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 
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? 
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 
 
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. 
 
Mipmapping probably 
And The Winner Is... 
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 
 
looks like mipmapping 
Lol Its Both 
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. 
 
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? 
 
Do you have a link for Wally? I googled it and found a wallpaper changer. 
 
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 
 
 
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? 
 
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. 
 
Buttons 
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 
signed zero may work. 
 
No dice :( 
Pritchard 
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 
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 
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 
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 
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). 
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