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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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@BESTRADIANT 
Thank you!

Who did that custom build? 
@Sprony 
I dropped the ball a bit, the 1.6.5 release shipped without the Q1 gamepack.
This was the game pack I prepared, just extract it in the "installs" directory with the other gamepacks and Q1 should work.
https://www.dropbox.com/s/uj8iewxy2q7ozmt/Q1Pack.zip?dl=0 
@Kapanyo 
Oh, and textures show up fine in the editor, plus the .map file does exist.
Supposedly there's a weird brush somewhere or something but how would I find it? Is that even the problem?


I think you may have spaces in the path to your wad that TB can handle but QBSP.exe cannot. I'm guessing here... but the wad error at the top of the log is what you should correct and then see if there are further errors. 
@dumptruck_ds 
I solved this (well, someone on QuakeOne did...) just now. It was because one of my brushes was weird. I can only conclude that it was something to do with the fact that I messed about with the texture scale in the wrong way. 
NEW QUESTION 
I have three more questions. :D

First question: How would I go about building composite lifts - I.E. lifts made up of multiple brushes (such as a main platform, a thinner pillar brush below and a CLIP brush the same width and length of the platform but lower)? Because when I tried doing it normally with multiple func_doors, some of them raised back up at different times + other oddities, presumably because of their differing volumes.

The second question is: Is there a "block light" brush? Yeah, that's it.

The third one is: how would I go about making teleporter traps? (Where enemies teleport into the level) 
 
le niger from q3df updates it. He added lots of q1 stuff a few months back. Pretty much good to go once if you have tyrutils-ericw compiler stuff 
 
1. do all your brushwork then make it a func_door or a plat - you can even go in and edit the brushes later in TB2 anyway. Not sure if clip brushes can be part of a func_door. Never tried that and not sure why you'd need to.

2. I don't think so but there may be some kind of hack I am unaware of. I know that ericw is actively working on his compile tools. There may be something there to query.

3. AD and Quoth have ways to spawn in monsters but this is for id1:

First make a room outside of your main map and place your monsters there. For each monster you place them in a trigger_teleport. I do mine like a little box intersecting their midsection. Make sure you leave some space (4 units minimum) between each monster and that the triggers never overlap. All of these triggers touching the monsters will have the SAME "targetname."

Now enter a unique "target" in each teleport_trigger.

Next you need teleport_destinations for each monster's trigger_teleport. In the "targetname" field of each destination enter the "target" from each unique trigger_teleport above.

Last you need a way to trigger the monster's trigger_teleport brushes. Let's just call it a trigger_once as your player enters a room. Remember above all the trigger_teleport brushes have the SAME targetname? Make that name your "target" in this trigger_once.

I know it sounds confusing but ask if I can clarify. It's harder to read than to do trust me. :) It's very easy to confuse target with targetname so just double check each step. And try to do one monster as a test first so you get the method down.

Also download the original map sources from id here at Quaddicated. Load up a map you know well and then check out how id did it. E1M3 has the above "monster traps" method. 
Best .DEF? 
negke, you mentioned a while ago that the .def I used in the gamepack in #18601 was not great, does anyone have a better .def for vanilla quake handy? 
 
yeah clip brushes can be part of func_door. I've used it to 'simplify' floor of my elevator. I initially built it with two metal beams crossing main platform slightly rising above it. Then I found out that player is getting stuck on those. I solved it by encompassing the entire thing in one clip brush)) 
Bdear 
Hah! I never knew that. Guess my plats are too boring and simple. :) 
Q1.game/id1/entities.ent 
Thanks 
I don't think gtkradiant 1.6 supports ent files though 
 
why would anyone use gtk 1.6? 
 
Spread the fucking gospel

https://goo.gl/UyXRUJ 
AD Entity Key Expert Needed... 
Ok so work on my map Paradise Sickness for AD continues, I've ran into a little bit of trouble however. I find the minion spawners to be extremely difficult to fight against, and I am not using respawning ammo on the map (yet) to balance this I have tried setting the "minion_maxcount" key on my wraith set to 1. This wraith spawns evil little scorpions that do a number on your health.

The problem is, even though this key is set to 1, the wraith always spawns 3 scorpions no matter what. This wraith appears on hard mode, with a wraith on normal/easy spawning 2 spiders. I thought that maybe the "minion_maxcount" was adding between the two wraiths, or overriding each other, but changing these numbers had little effect. I always get 3 scorpions. So far I've balanced this by giving the player a sh*t load of shells. Does anyone know what is going on with this key?

Second problem. My map is an archeologicl base built around Egypto-ruins. I am trying to use both base health packs and wooden health packs. I am using skin_override on the health to select the skin but it doesn't work. All the health appears as base style according to the world type. Any ideas here? Thanks,

Redfield. 
Redfield 
1. AD always overrides your minion_maxcount to be 3.

2. So long as worldtype is less than 2 AND you have skin_override set, you should be able to use custome skin I believe. Otherwise, you could info_notnull it. 
Redfield 
we are aware, a solution to fit your needs is being tested atm. 
Thanks 
Looks like I'll just have to give the player plenty of ammo and health around the wraiths then.

So what I'll try is setting the worldtype to medieval, change all the skins and see what happens. The I'll have to fix my keycards which are supposed to be base though, so I'll make them a custom item/skin. It's these small cosmetic things that really take up all the time... 
No, Wait A Second 
dont change it right now. 
Ya 
Glad that you are having medieval and base mkxed together though. That's cool. 
Ok. 
Sock says:

it seems the skin flag on HP packs is fucked up.
I can see why he is frustrated with it.
its assuming you want the world option and the skin key.
when the skin key is suppose to support two different values.

Sock is fixing it atm.

Hold on. 
Left Of RedField 
MFX, I've had too much sun today!
Yes you have! :D

I have tried setting the "minion_maxcount" key on my wraith set to 1. The problem is, even though this key is set to 1, the wraith always spawns 3 scorpions no matter what
I assumed no one would want to change the max amount of active minions, so its a hardcoded default for the scorpion spawners only. I have removed the default, so if maxcount > 0, you can spawn the number you want.

While we are on the subject of minions, that maxcount key is not an exact number! The wraith can have several eggs lying around waiting to hatch and that can end up with +1 over the max.

Wraiths typically hang out above (up to 128 units) the player and if the ceiling is detailed or very low the wraith will struggle to hit the player. Change the height key to something lower if you want the wraith to be closer to the player.

Also make sure the floor is fairly flat for the minion eggs to bounce and land, otherwise the wraiths will be useless. Once the wraith reaches its max eggs count, it will start using its range attack and that can be deadly on higher skill levels.

Second problem. I am trying to use both base health packs and wooden health packs. I am using skin_override on the health to select the skin but it doesn't work.
It does not work in a very intuitive way, you can set the world to medieval/rune and use the skin override to select base. It should work like the ammo and I have a fix for this problem.

Both fixes will be the next patch (1.62), which should hopefully be out in the next couple of weeks. If you have any other problems, let me know and I can fix them before release. 
Thank You All:) 
This is great news. Much appreciated sock, I won't mess with anything until I hear more about the patch. Right now I've got lots of extra shells to deal with the wraith/scorpions. I'm pushing myself to have this finished by late August, hopefully it stays on track. 
Not A Problem Per Se 
but user-controlled volumes would be nice please, maybe not in a menu but at least in the config file. I asked a few days ago if we could tweak the sound volumes of footsteps and rain, which I'd like to be a tad louder - I feel like you reduced player footsteps volume too drastically in 1.5 (they used to be a bit loud but not that much), and I'm accustomed to rain and thunder in DP/SMC being somewhat louder.

BTW, I also have a question, Sock: what are your Quake plans post-AD? 
Suspended Items 
I've searched and experimented and tried to figure this out but having trouble suspending items in the air. It works sometimes as you will see in the test map if you walk into the center of the room and trigger the zombies. But walk under Quad or hit the button and nothing happens. The zombies and trigger_once are cut and pasted from another map. Last night in the same map I had these same issues. Weird! The func_wall with the zombies was probably made with a different version of TB2 but other than that that's the only difference. I tried this in QS and DP and changed my host_maxfps. No help. 
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