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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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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. 
Brassbite 
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. 
@brassbite 
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:
https://i.imgur.com/5id42QQ.jpg

To animate like this:
https://i.imgur.com/HodCMwj.gifv

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. 
Update 
Ok, so I've used qmdl and Preach's tutorial here:

https://tomeofpreach.wordpress.com/qmdl/examples/

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. 
Thanks! 
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... 
@mafon2 
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:

http://www.quaketastic.com/files/texture_wads/knavejam2017-defullbright.wad

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.)

https://www.quaddicted.com/reviews/func_mapjam9_2.html

Good luck! 
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