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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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Thx But... 
now I have a new problem. I am trying to make a switch open a door but the door won't stay open. How do I make it so that once the door has opened it stays that way? 
 
Set wait key to -1 
Thanks For That! 
About the arch video though. I have figured out how to make the arches themselves but it ended up being taller than I wanted it to be. How do I calculate the arches in such a way as to make them the correct width and height? 
Use A Guide Brush Behind Where You Build The Arch 
 
What Is A Guide Brush? 
 
Just A Plain Normal Brush Made Of The Size You Want 
 
Not Sure I Understand, Can You Explain In More Detail? 
 
When Making An Arch Or Other Complex Shape 
It is sometimes a good idea to make a wall or box of the height and width you want your resulting arch to be and use it as a guide to make sure you get the right sized arch for your doorway. This is especially helpful if you are using vertex manip to make an arch on a 45 degree angle. 
How Do I Convert A Bsp File Back Into A Map File? 
I had to reinstall windows so I backed up my map. But I made a mistake and backed up the bps instead of the map file! Is there a way I can turn the bsp back into a map file? 
Bonus Question 
Also, where can I get these textures: https://www.quakewiki.net/archives/speedy/textures.htm

The links are dead and google has given me no results :( 
 
Use this tool to convert from .bsp to .map

Drag and drop your .bsp file onto winbspc.exe

http://quaketastic.com/files/tools/WINBSPC.zip

The textures you seek can be found here:

https://www.quaddicted.com/files/wads/

download all the speedbz and speedy wads 
Thanks! 
 
Why Can I Place Down A Megahealth In Trenchbroom? 
All I see are normal medkits. 
A Yet Another Question... 
And is it possible to make monsters teleport/spawn in like in Doom 3? 
Megahealth In Trenchbroom 
add a normal medkit, click on "spawnflags" then check "Megahealth" in the set of checkboxes that appear below. 
 
Spawning monsters in vanilla Quake is a bit...odd.

You have to create a room outside of your level to hold the monsters you wish to spawn. Put a trigger_teleport around the monster. Make the trigger teleport target an info_teleport_destination. Then you need to trigger the trigger_teleport with a trigger_once for example.

Evidence of this can be seen in the id1 maps.

http://quaketastic.com/files/single_player/maps/quake_map_source.zip 
@hakkarin 
And use the Search feature above, func has a lot of info you can find on this stuff. A lot of these questions are answered. And I agree with Muk. Definitely open up those original Quake levels for a lot of tricks.

I am working on video tutorials for Trenchbroom geared toward beginners but they are still many weeks away. 
Thx 
Looking forward to those tutorials.

Oh, and I am super exited after discovering it's actually possible to use Trenchbroom to make unreal 4 levels with this program somebody made! 
 
HammUEr is a pretty cool tool. 
 
link for the unaware: https://nte.itch.io/hammuer 
A Question About Textures 
When loading a texture wad in trenchbroom you are asked if you want the textue path to be absolute, linked to file etc. What do those things mean? So far I am just using the absolute method but what do those things mean?

I want to make it so that even if the bsp file is played on another computer by someone else the textures (including custom textures) will show up and work properly obviously. 
 
Once the BSP is compiled, none of that matters. So as long as it's building correctly, you picked the right option. 
 
To clarify, Quake stores textures inside the BSP file so the WAD path only matters during compilation. 
Sorry To Waste Your Time Yet Again... 
But I did actually google this, but found nothing :/

For some reason textures don't appear to be aligned correctly in game even when they are in the editor. For example if I change the angle of a texture in the editor it will look correctly there, but once in the game it will still be the wrong angle. Whati is causing this?

Oh, and as a gift in return for asking all these questions, here are a few screens from the level I am working on:

https://imgur.com/a/LbuLB

https://imgur.com/a/IFIzn

https://imgur.com/a/dtRof 
@hakkiran Re:Texture Paths 
The options are related to where your texture .wad(s) are in relation to the map file. Relative to game directory or application file tells it to check within the folder of either Quake itself or Trenchbroom's install folder respectively- if you have your wads stored someplace else, these choices will often fail because it requires going up a level from the starting point and changing folders, which tends to get screwy. Relative to map file is the same thing but relative to where the .map file you're making is saved- this one fails often as well, and will obviously not work if you haven't saved your map yet (i.e. loading texture wads before starting actually mapping), because then you're telling it to figure out a directory path from the texture wad to nothing. Absolute is the full file path to the wad and is the most reliable.

No real reason to pick one over the other if multiple options work- the only place it shows up in-game is if someone uses the edict (or edicts) command, specifically for edict 0 (worldspawn) which will include a list of what .wads were used when compiling the map and their filepaths, like these examples- the first one is id's own E1M1 which uses only their own base.wad and had the file located within their editor's folder, the second one is an example of the full file path showing up if you use the 'absolute path' option. 
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