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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:
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I Fixed It 
But I'm still curious. Just moved the bars away from the doors, which of course does the trick. Would still like to know what I'm doing wrong to make them work while they're still touching.

Here's the .map with the doors/bars touching and set to Don't link. 
Use "r_showbboxes 1" and you can visualize the trigger volume for your doors. 
Issues With Textures 
I'm having some issues with textures :
I tried with wally and texmex, it seems to come from j.a.c.k. (which is on default). I never had this problem with goldsrc/wad3 & hammer. Ideas ? 
looks like its missing the palette and using some greyscale thing instead. specifically the 'gfx/palette.lmp' file.

make sure that your editor's basedir+gamedir paths are correct (as well as just the wad+map paths). 
I've loaded the quake.pal from j.a.c.k. folder, still it doesn't work (I see white textures).
Would it be possible to bypass quake.pal and use wad3 instead ? (ericw/quakespasm)
Many thanks 
Use It As An External/replacement Texture? 
If I remember the screenshots correctly, since you are so off the "path" of a normal texture just use it as external/replacement. In the editor it will still look messed up but ingame it will be fine. 
Aha, I don't get it.
I tried to keep the install fresh & minimal.
Why do these things tend to get obscure ?
However I got it : the Base Game Directory wasn't set on the right folder (quake main folder, instead of id1).
Those "happy" victories remains me when I was learning how to configure worldcraft 1.1 in the year 2000' without internet connection, at the age of 10. I'm so happy the quake community exist! 
Can anybody give me examples of well thought out combat in long hallways? I'd like to learn how set up a good encounter. Are enemies too weak for open areas, apart from Vores or Shamblers who pose a real threat regardless of placement. 
czg's honey has some good examples of that. The whole map pack is really a masterclass in encounter design. 
Cool! I even played it one and a half years ago. 
I've been struggling with this. I think the key to using weaker enemies are the specific combinations you use.

Knights rushing the player in a swarm are actually dangerous working as a unit. Same with Scrags. The more the merrier.

Adding multiple grunts above and farther from the player to any encounter has worked for me as they chip away at the players health fairly quickly no matter what is going on near the player.

I'm no expert, but hope this helps. 
What I like to do is try and grenade either scrags or knights as those die one shot with a direct hit, it's a nice skill to practice.
Guess that trial and error is the key to encounter design. 
Getting A Model To Animate (Quoth) And Adding Skins. 
I've been making a few models using Blender for my latest map, and I have one of them animated now. Its just a prop with a few frames. There are no frame groups set up on it (I don't think this can be done in Blender) I want to make it animated in quoth using custom mapobject entity. Is there anyway to specify a series of frames without having frame groups set up.

Also I want to add a second skin to the model, and again it seems Blender only exports the mdl using the last active skin in the UVmap. Is there a simple way to do these things, or do you have to use python and qmdl? 
Cont'd From 19634 
To elaborate a little, I'm trying to get the butterfly model seen in this pic:

To animate like this:

I'm using the mapobject_custom entity which has a 'frame' key but I have no idea if there is support for multi frames or what the correct syntax is for listing them. I think it would animate automatically, but I don't have any framegroups set. 
Ok, so I've used qmdl and Preach's tutorial here:

and I finally got the model to animate in Quoth with custom_mapobject.

A huge mess was caused by the fact that Blender exports do not have a frame 0. I grouped the frames in qmdl from 0 to 10 and the model appeared as an ugly mass of pixels. This confused me because the same model animated from frames 0-10 in AD. I edited again in qmdl this time grouping frames 1-10 and the model now loads and animates perfectly in Quoth if you enter frame 1 as the start frame. What an exercise! 
In Blender 
Set the start frame to 0 and the end frame to 10 in the Timeline editor. If you leave it at the default 250, your model will be unnecessarily bloated. 
An Exercise In Frustration... 
Thnx @Qmaster. Yeah there are so many ridiculous little nuances to making a model for Quake and then getting it to animate. I really did not like having to install Python and enter commands into it with the qmdl plugin. It feels so detached an out of date with how you can just make a model and slap it into your unity games today. But thanks to Preach's tutorial I just did a monkey see monkey do approach and it works now.

I should go back in to blender and start the frames at 0 and export again to see if it works better that way, apparently Quake wants a 0 frame for some reason... 
Select Next Level, Screenshots 
I've run into two small problems with a new map:

1) In a multiplayer game after the timelimit expires the next map that gets selected is from the single player campaign. I want it to continue with my map though. In my previous maps (made with worldcraft) I somehow managed to set this somewhere but I can't figure out how with TrenchBroom.

2) I'd like to take screenshots in Quakespasm without the weapon visible but don't know how to go about that either.

Any ideas? 
1) You can place a trigger_changelevel somewhere outside the map and point it back and the same mapname. Though I think standard behavior is that a map without any changelevel trigger will always repeat (unless the server has some map list cycle set).

2) Console command r_drawviewmodel 0 
Thanks negke, I'll try that. I had this problem on a ProQuake server and my local Quakespasm, and only with my new map. Thanks again. 
Worked like a charm, thanks again, negke! 
Alright, the weapon model is gone too, but embarrasingly I still need to figure out, how to take the actual screenshot. Man, it's been a really long time... 
You Might Have Already Figured It Out But... 
F12 is the key for screenshot in Quakespasm. 
Thanks esrael. I posted a few shots in the terrafusion discord. 
Hello, there are textures with alpha channel on some maps, usually used for cobwebs and grass. How do they do it? 
Alpha Channel Answer 
Textures in a .wad file, whose name begins with { and use the garish pink color(255?) of the Quake palette will, in engines that support the feature, be rendered as "alpha". 
I Should Have Included This... 
These are called fence textures. You'll want a texture in your wad that begins with a bracket "{". Here's a wad with a couple of grates:

1. make a brush
2. make that brush a func illusionary
3. apply the skip texture to the whole brush
4. then apply the fence texture to just the faces that the player will see
5. use clip brushes to enable collision on the brush if needed. i.e. walking on a grate you would want this.

My map from jam 9 jam_dumptruck has an example. It's in the map source folder. The grates are near the info_player_start (map requires Quoth to play.)

Good luck! 
Since I'm so full of fail tonight a third, and final(?) post on this!

In editor create a brush, apply a "skip" texture to the whole brush then select a single face and apply your "alpha'd"(cobweb) texture.

Now, turn that brush into a func_detail_fence or a func_detail_illusionary(non-solid) and add a key/value pair of: _mirrorinside "1"

This requires you to use ericw's tools for it to compile correctly.

If you need any more specific help than what I have stated... ask away. 
Thanks to all. It's amazing how helpful this community is. 
Thanks to all. It's amazing how helpful this community is.

Does vanila Quake have grates/fences textures? I'm asking, 'cause I don't recall it to, and default wad has none. 
It does not, and vanilla Quake doesn't actually support alpha-masked geometry textures, only 2D elements (HUD and sprites)- one of the few if any objective steps backwards compared to Doom. 
Why they is black? How fixed it? 
It's in quakespasm.
In fitzquake normal light, but for this monster only.

I think because they stand on func_train. In the air, far from surfaces, the monsters are also black in both engines. 
They are lit by the point directly under them. Either add a light source on the ground below inside a black func_illusionary brush or possibly add _minlight to them. 
I have a brush of the sky that the floor is made of. I made the bottom surface with a different texture. It returned normal lighting 
Create A Func_illusionary Floor With Sky Texture 
About 16 thick and 16 above the floor with a normal texture. 
there is a TF channel 
I'm wondering if there is any way to set it so when a level is started, it plays a song from quake, I know there is a property for entities called "music" but i don't know what to use the property on if that is what you use for the music 
In Vanilla Quake Or A Mod? 
Also, i have the music files working in the normal game 
Add a sounds key to worldspawn with a number for the track you want.

sounds | 3 
I've been working on a death match map that has moving parts, I've noticed that for some reason, things aren't targeting properly. I have 2 moving doors that both use buttons, one of the doors has the targetname da1, with a button targeting it with the target da1, then I have a door with the targetname db2, and a button with the target db2, and what happens is one of the buttons doesn't open a single door, whilst the other button opens both! I need some help. 
This is a very common issue. By default, Quake groups doors which are close by into a single system. If you want to opt-out of this behaviour, you can add the DOOR_DONT_LINK spawnflag (3rd tickbox, numeric value 4) to each of the doors. 
I have another question, why do item_blank entities go through the floor sometimes? 
Bonus Content 
You might wonder why this door linking feature is included. It doesn't seem all that helpful at first, and often confuses mappers (even after they've encountered it before, it's easy to be caught out again!)

But door linking actually has good reasons for existing as well. I'm going to borrow a clear example from Dumptruck's tutorials on Trenchbroom. Take a quick look at theis gold key door setup.

Here, the bars are separated into two different entities, so that they can move in different directions. If they were not linked together, you would require two gold keys to get past, one to unlock the left-hand bars and another to unlock the right!

It's also worth noting that the way that both of the left hand bars are combined into a single entity is crucial to pulling this off. Door are linked if their bounding boxes overlap or touch. The bounding box extends between the left-hand bars, so that they intersect the right hand bar. If all three bars were separate entities, none of them would link, and you'd need three keys to open them all. 
Item Fall Out 
Avoid overlapped items.
Make sure they aren't sticking more than 6 units into the floor.
Make sure there is at least 56 units of vertical space.
Make sure you have at least 1 to 2 units of space on all sides, preferably 4 as a safe minimum.
If you are using JACK/Worldcraft, the fgd file may show the box in an incorrect visual object position relative to the actual origin (look for the X in the 2D views):
•In vanilla Quake, origin is in the bottom left corner
•In AD and other mods, custom items may use the center bottom of the visible item as the origin point instead.
Also, they might fall out if you place an item inside a solid brush such as a door. 
Minor Correction 
Origin in bottom left corner is for ammo and health boxes only; all else use center bottom. 
does anyone have entity definitions for the team fortress mod? 
or at least the entity names? 
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