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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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Dumptruck 
Are you trying to make the quad and items fall like the monsters do?

If you kill the platform that an item is sitting on it will stay floating. You'd have to do other magic like push it with an invisible func_door or something.

Monster behave differently so they do fall but I don't have the technical explanation for that. 
@Bloughsburgh 
Yes a Quad drop is the goal. However, you'll note in the map the dog doesn't fall either. I guess it depends on the entity if what you say is true. 
@dumptruck 
Ah yes I did look at both the map and the bsp. If alerted, the dog will drop without a trigger. If it is not, then it will stay suspended until it sees you. I don't know entirely why, maybe it's too close to the wall. I know for one thing that the platform the dog is sitting on is too small for it to not fall when alerted. Try using a larger platform so the dog has some wiggle room when it starts to move.

But as for the items, they will not fall when their platform is removed. In AD you can use a FLOATING spawnflag and then target the item but I assume this is vanilla. You could try something like having the platform the quad sits on to be a func_door clip brush that has a really fast speed and goes straight down. You can then kill the func_door on delay later on.

Hope that assisted in some way. 
@Bloughsburgh 
Yes of course that helps to know i am not going crazy. :) Yes working in vanilla. I guess maps I've see this in used func_doors to push the items or fast doors moving down. That makes a lot of sense now. 
All Skip Textured For Invisibility 
Ledge with a func_door that pushes the item off the ledge would work. 
 
I guess maps I've see this in used func_doors
You should try studying them in TB if you can get your hands on the .map files. 
 
You should try studying them in TB if you can get your hands on the .map files.
You should try publishing the cure for cancer if you can get your hands on its formula. 
You Should Try Improving Quoth 
If you can get your hands on the source qc. 
Hey Some People Are Nice 
And do provide the source for their maps. If they only provide .rmf, you cam open in worldcraft and export as .map.

Or you could decompile the.bsp...but only in the name of figuring out their tricks! Don't be plagiarising. 
Delaying Triggers? Running Stuff Successively? 
I want to do the following:

- a trap may be activated, then runs for ~10-20secs, up to 3 times
- I have one trigger_once that's activating it
- two other trigger_once in the same location that activate it as well can be enabled (spawned) from other places

However, I need to make sure that runs of the trap are successive, i.e. if it is currently running, it's supposed to run a second time after it finishes.

What's the best way to achieve this in stock id progs? 
@mugwump 
You should try studying them in TB if you can get your hands on the .map files.

Yep, but I'd have to remember where I saw a power-up floating like that, recall the map name, check my HD for the map source... see where I am going with this? I've played hundreds maybe thousands of maps. There's one really good example from about 2 years ago but I don't recall the name of the map. :p I experiment before posting questions for the most part. 
@megaman 
why 3 trigger onces and not a single trigger with two trigger relays? 
Shamblernaut 
Can you explain how? Because I read trigger relay documentation several times and didn`t understand yet. 
 
Trigger Once-> Trigger relays

Trigger relay....delay....target1
Trigger relay....delay....target2
Trigger relay.target3
Etc.

Use logic gates for disableable targets, see here: https://www.google.com/amp/s/tomeofpreach.wordpress.com/2017/02/14/logic-gates-for-2017/amp/ 
Thanks! :D 
 
 
Having Problems With Quake Mapping [EDIT]
Posted by Denied [85.230.20.52] on 2017/07/05 15:28:44
I can't compile my map with necro's compiling gui.

These are my settings:

Source Map: E:q1mapsquake_wiseau.map

Quake Engine: E:darkplacesquakespasm-0.92.1_win64quakespasm.exe

Tools folder: E:tyrutils-0.15-win32

Working Folder: E:q1maps

Output Folder: E:darkplacesquakespasm-0.92.1_win64Id1maps

These are the errors:

Copying Files...
The file cannot be copied onto itself.
0 file(s) copied.
Converting map...
--------------QBSP--------------
'E:tyrutils-0.15-win32qbsp.exe' is not recognized as an internal or external command,
operable program or batch file.
--------------VIS---------------
'E:tyrutils-0.15-win32vis.exe' is not recognized as an internal or external command,
operable program or batch file.
-------------LIGHT--------------
'E:tyrutils-0.15-win32light.exe' is not recognized as an internal or external command,
operable program or batch file.
Det går inte att hitta filen.
Det går inte att hitta filen.
Det går inte att hitta filen.
(Swedish for "Could not find the file.") 
@Denied 
There are so many things that could be wrong here. There is obviously something wrong with the path to your executables. I am wondering if you correctly installed these. You have set up the folder as E:tyrutils... Do you have the tyrutil exes in this folder? Are they extracted or still zipped? Did you forget to put the backslash in the path name.

You must have qbsp.exe, vis.exe, and light.exe correctly installed in the path folder or nothing will work. 
#Redfield 
I posted this in the now "closed" thread.

The forum strips out single backslashes

Ex: E:\quake\id1\maps

You have to "double" them up to get the correct path to display, hence...

E:\\quake\\id1\\maps

Since it was simply a copy and paste of the error message I assume the paths had separators. 
Hrmm... 
Strange, I think the copy and paste of my own post in the original thread changed it somehow! Oh well.

You can verify by previewing your post before submitting. 
GUI Is Good 
I used the GUI to make compiling my first map quick and easy. I'm not sure what is going on with this case. Assuming the backslash issue is not a problem, I'm going to guess by Ockham's razor that the executables aren't even installed in the folder, or there is some kind of typo. 
 
Maybe there's something wrong here?

Output Folder: E:darkplacesquakespasm-0.92.1_win64Id1maps

Having both DP and QS in the same path seems odd to me. 
 
How do you get lights to face upside down or sideways like in Digs' SM177 entry? 
@lpowell 
set "angles" "0 0 0" 
Speaking Of Lights 
Am I somehow messing something up, or do light entities with negative light values assigned not work at all when also given a targetname (to make them toggleable)? 
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