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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: http://www.celephais.net/board/view_thread.php?id=60097
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in trenchroom, I made a button and set its target for one door but it opens all doors on the map. what do? 
 
That means all your doors probably have the same targetname.:D 
 
will I have to name all of my doors? because the other ones being triggered don't have names 
 
will I have to name all of my doors? because the other ones being triggered don't have names 
 
nvm, that just stopped the door from opening automatically. I'm looking at all my entity links and none of them go to the irrelevant doors, only to the ones I told it to go to. 
 
and it only happens with a button, not the trigger_multiple I have already 
 
it also triggers doors with different names?? 
Set The Don't Link Spawnflag On The Doors 
 
 
that didn't work, but it broke my unnamed door :L 
 
it's weird, whenever I change any properties on my unnamed door it just totally stops working 
 
here are my button's properties. maybe it's something to do with the button. https://i.imgur.com/lHqqReg.png 
 
Please try and avoid the triple posting.

What do the door properties look like? 
 
O, sorry.
and here are the doors (four doors that sink into the ground) targeted by the button https://i.imgur.com/RDWDmBn.png
keep in mind it's also triggering a pair of doors named "d2" 
 
The two groups of doors are too close too each other.

Add "dont link" to the D2 doors as well. Remove that Wait of 0. just remove the Wait key entirely. No need for it if youre also using the Toggle flag, as far as i can tell. 
 
oh and do "r_showbboxes 1" in the console and youll see the trigger volumes and such. This should make the problem a bit more evident. 
 
I've tried adding "don't link" on all the doors.
I did a video just so you can see exactly what's going on.
https://www.youtube.com/watch?v=9ZOH1YmMnNo&feature=youtu.be
there are 3 sets of doors, the four downward-moving doors (d1); the doors above d1, which the player gets launched up through (d2); and the unnamed door which is off to the right and there's nothing special about it.

I've tried creating a new single func_door away from the others with no changed properties, and it still opened.
I've also deleted and redone the button to make sure I didn't accidentally change a property.

if it turns out to be something really simple I goofed up on plz don't laugh at me ok?? <:l 
 
Maybe upload the .map? 
 
 
Remove the blank "target" and "wait" from the d1 doors for starters.

But, beyond that...the issue isnt happening for me when I compile the .map. The button only opens d1. I didnt change anything either. 
Ha Ha Hi Hi Ho Ho 
yep that did it! I didn't realize the unnecessary target and wait would do anything. mystery solved, we can all go home now 
 
no dont go home. go map. 
 
Are there any good beginner resources around?

GTKRadiant, NetRadiant, and Trenchbroom seem to be the most popular editors, and ericw-tools seems to be the current suggested toolchain for compilation, but all the documentation and stuff I've found seems 
Dang Accidental Post 
...to assume that you know what you're doing, which I really don't.

Sorry about the halfpost, interface bugged out. 
Re: 19413/19414: Beginner Resources 
This might help to get you started with the very basics: https://quakewiki.org/wiki/Getting_Started_Mapping 
Make Sure And Register 
...for this site so we know who you are. :) Maybe prepare a list of specific questions you have too. We'll be happy to answer.

JACK is also a popular editor for those with Valve/GoldSrc/Worldcraft experience:

http://jack.hlfx.ru/en/
http://store.steampowered.com/app/496450/JACK/

I use TB2 and can answer questions. Also Terrfusion on Discord is a good real-time resource as well. 
Nobody Has To Register If They Don't Want To 
and it's not a prerequisite for asking questions. 
It Should Be 
 
 
I smell shrimp 
 
Shit is arguably better than shrimp. 
Registering 
...was simply a friendly suggestion. Not a demand. You know, to get to know someone in a more personable way? 
Nope, But You Do Have To Register If You Want To Post Abuse 
and it's a prerequisite for trolling (i.e. some form of accountability). 
#19423 
@dumptruck_ds: Yeah, I get that. :) Of course registering has its benefits, but it should be the person's own choice, and I thought the way you phrased it, it sounded a bit like a demand/pressure/prerequisite.

In any case, my comment was directed more at whoever posted the question in 19413/19414, than at you. People may have various valid reasons for not wanting to register and sign up, and it would be a shame if they feel pressured to register and then stay away completely as a result.

And (re: #19424/Shambler) of course I'm talking about people asking for mapping help, contributing knowledge, etc. and not about trolls/people posting abuse. I can understand the argument there, although there are plenty of people happy to troll and post abuse while logged in anyway. So I'd argue that even then, whether or not someone is registered or logged in is irrelevant: just don't be a troll and don't be abusive. 
 
can a mod delete / move the above BS into the beef thread?

It would be nice if any visitors coming here wouldn't be greeted with this as their first experience here. 
Snaut. 
Would if I could. I think there's no beef here now tho. All good. 
 
how do I get spike traps to shoot more/less frequently? 
 
ah nvm, got it (it's 'wait') 
Bit Of A Technical Question Here 
Been trying to get my head around the Valve220 map format.

https://developer.valvesoftware.com/wiki/MAP_file_format

What's the point of the "rotation" field?

There's a not-particularly-clear description of it on that page, but I still don't get why it's required when you already have two vectors defining the "right" and "up" of the texture.

Possibly related, but in Netradiant, if I do a fractional texture rotation (e.g. 13.6 or whatever), only the integral part (13) gets saved to the "rotation" field in the .map, yet the extra precision is not being discarded, because it's generating different "right" and "up" vectors, compared to if I just rotated it by the integer 13.

It's almost like the "rotation" field is just for show, but why? 
Rotation Field 
It's a cheat. Rather than the editor (JACK or Hammer only) having to calculate the relative rotation of the texture UV space every time it loads a face into a brush, it merely calculates this during save and puts it into the .vmf or.map.


At least U think thats what it's for. Old Worldcraft 3.3 needed some hackery if I recall to read it. Whoever did the WC3.3 patch might know for sure. 
 
That field stores the knob position of the Hammer UI. It's not used by qbsp when compiling the map.

I guess the reason it was done this way is, you can rotate the brush with texture lock on, and this won't cause the texture rotation knob in the UI to change on its own. 
Knobs And Things 
interesting cheers, so it's pretty irrelevant. 
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