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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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And Example Maps At The Bottom Of That Page 
 
3rd Post Sorry Sorry 
Just wanted to say that you struck a cord with me because being able to use both mision packs was the original impetus for my uber mod. And I couldn't leave out AD, and so on. 
Qmaster 
What's your uber mod? You got a thread about it yet? 
Still In Development 
Combines totality of features from ID1, Hipnotic, Rogue, Quoth (not latest version), Kinn, and several other mods all under and including AD latest version along with my additions such as my programmable syncronizing robot (megasuper func_train).

Close to feature complete, working on documentation, readme, example map, and finishing at least one of my sprawling maps that uses the mod before releasing it. 
Hmm 
So it's going to be an amalgamation of entities from official Id content and big mods? Lots of different monsters/weapons/textures etc.? 
Re: Mission Packs 
I suppose they aren't used much, because they were never freely available and easily accessible like mods and aren't as versatile. Even now, I'd imagine many players only own the main game, not the mission packs.

Personally, I don't really think it's worthwhile making or re-playing a map a second time in the missonpacks just for some additional monsters or items - only if the experience was substantially different. 
So 
When were they added to Steam? Both the packs are $6 total, easily accessible.

I'm not saying maps should be remixed to be used with entities in mission packs - or other mods for that matter - but it just seems strange that base maps aren't made with a mixture of the guns/monsters that the mission packs include. After all, it's official content. Why miss out on that variety? 
Are Their Any Mapping Tools 
...that allow you to "mirror" brushes? e.g. Make a "flipped" copy of a room or level?

I tend to recall this but it may have been a dream or something from Doom editors. 
QuArK Has Mirror Duplicators. 
 
@mfx 
Shit!

To mis-quote Indiana Jones: "Quarks, it had to be Quarks."

I appreciate all the Quark has to offer -- but the UI is so baffling to me I've never used it to even build a box room. 
Tb Has Flip 
Ctrl+f 
 
Netradiant can do it. You just make a copy, then you can flip or rotate on any axis 
Ericw 
heh.

I use Tb2 everyday and didn't realize that. doh!

Thanks for the responses guys. 
How To Release New Q1-single-player Map 
Hey, guys! I need help.
Finally, i can finished my 8-month-marathon of the creating q1 single player map. A Little off topic, but where else to write... now question is how to release map here - on celephais.net? 
How To Release A Map 
- Make sure it's properly tested, all the bugs/leaks fixed, fully compiled.
- Write a readme text with all required information about you, the map, mods or settings needed etc.
- Zip up everything, ideally using consistent names for all files (mymap.zip/mymap.bsp/mymap.txt etc).
- Upload it somewhere, either on your own webspace, some shared hoster (not recommended), or in the appropriate folder on quaketastic.com (see screenshots&betas thread for login).
- Post a news thread here with information on the level, screenshots and a download link. 
How To Release A Map 
Negke, thanks.
- Map only tested by myself but tested while creating map all the times. Now I'm testing - walking through map again and again...
- about readme... Ive download some of q1 maps (even have your map) and watching whats inside. Readme ready...
i supposing - the map release tomorrow or on the next week (now im testing and checking map). 
Release It In Beta Form First 
wait for some others to maybe find something that you haven't

make changes

then release 
 
oh you did, please disregard previous message. 
I'm Gonna Disagree On That 
Don't release it as beta, find some people who are willing to betatest it for you and send it to them only.
Releasing as beta and having multiple versions of a map available publicly only leads to confusion and frustration.

Then make changes and release. 
 
fair enough 
Animated Texture 
I have an animated texture with lots of green and yellow. I tried to darken it by turning down the gamma. For some reason no matter how dark I make it, in game the colour stays as pale as the original.

Is this something with quake's pal?

original
darkened 
@madfox 
I'm not sure what program you are using to make or organise the textures, but I find that TexMex does not always do what you ask when you "adjust brightness" or "remove fullbrights". Sometimes it works sometimes it doesn't.

I have made some new textures for a map I'm working on using mtPaint. I created the Quake palette in mtPaint (by entering Hex codes) and then transfer the textures to TexMex. I would suggest trying to darken the textures manually by painting it with darker colours from the palette. Or using the paint software to lower the brightness.

That animated texture looks amazing by the way.
Redfield 
@redfield 
The texture comes from a collection of pix I gathered after typing google/bork. Original it was in a perspective side, but I skewed it round.
It was only a two framed gif, so I used SqirlzMorph to blend it up to nine frames.

Then I used PaintshopPro for adding the quake.pal before I translated it with quark4.7 to a wad. Then I wondered why it looked so pale, so I lowered the gamme 50%. Then it didnt change in game. It doesn't matter if I change the gamma with Wally or Texmex, so I guess it has something to do with the large amount of yellow in the Qpal.

I could do it manually by changing the colour, but that would be awfull lot of work. I guess ther must be a simpeler way. 
 
desaturate the image, then colourise it to a green colour before applying the quake palette. 
@shamblernaut 
Thanx! I'll try. 
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