News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Hm 
there is no way to team doors up.
only workaround is to make them work together out of trigger... 
Actually 
If the two doors are touching, they will team up automatically unless the "dont link" (or whatever) flag is set.
So don't listen to Vondur ;) 
Kinn, 
well, that one i'm entirely sure about...

i think it's more likely that id did that to make the shamblers more difficult without raising their health levels to ridiculous amounts.

i don't really see how reducing the damage they take from explosives would prevent people from noticing rockets going right through them... although, it could be that the warning which was in the quake manual acted as a deterent, so people just didn't use them against them, although grenades are still fairly effective even with reduced damage. 
RE: Actually 
"If the two doors are touching, they will team up automatically unless the "dont link" (or whatever) flag is set."

Err, they are touching each other and the "dont link" flag is not set. Yet, they are not linked... Hmm? 
Jago: 
This means you have failed the test. 
Jago 
Are you the same guy that released the dnspq1 map in '98? I learned a lot about Q1 tech stuff while trying to seal that map and it was good-looking and fun as well. 
RE: Jago 
Heh, talk about a "blast from the past". Yes, dnspq1 is indeed my map. "dn" in "dnspq" stands for "Dan Naumov" (my name). It was my first map I had ever released too. I then went ahead to create 3 or 4 Quake 2 maps and 10 maps for Unreal. Then had a huge break in mapping, but am now trying to get back to it. 
What Tools Are Used For .spr Editing? 
Unfortunately the format isnt native to Wally 
... 
the only one i know of is adquedit.
i don't have a link handy, but try googling for it.

if anyone knows any others, i'd like to know too :) 
Thank You Kind Sir 
I believe FC has a link to it on his site 
WARNING: CutNodePortals_r: New Portal Was Clipped Away 
Please go here; http://dakza.envy.nu/noclip.htm

Whats going on in these screenshots is some sort of noclip wall effect. you can pass through it to the other side and the map will vis. Theres no actual brush there, Just seems like the game wont draw anything past that point untill you pass that point! Below is the QBSP_LOG.txt with some errors in it. 
Take A Look 
in the Q1 ToolTips at my site, especially in the Leaks and Portal Problems sections. There are also descriptions on some of the warning/error messages, like the one you got.

It's likely your HOM is caused by small brush misalignments in that area.

If you can't sort it out, send me the zipped map+wad and I'll take a look at it. 
Film At Half Past France 
I tried installing Keygrip16 on a Win98 for tracking Quake1 movies.
As I installed the program, it said one file had to be renewed: kgdemo
I don't have this file, and can't find it either.

Using the program leads to a first screen of Keygrip and freezes.
Manual says again to renew the kgdemo, which I haven't. 
Sounds Like You Need The 
kgdemo.cfg file. If so I'll send it to you. 
Better Than Icecubes 
I would appreciate that. 
I Went Ahead And Sent It Last Night 
looking through the manual it became apparent it is the correct file. Let me know if you have any furthur problems. You may find this utility convient for Quake recam or movie production http://machinima.com/remaic/ as it allows you to edit camera positions in map. The Dead On Que folks who produce it are a splendid group of people. 
Ice O Late 
I installed keygrip16. The manual said to delete the kgdemo file and replace it. But I don't understand how to replace a file by a new one that isn't there. Not at keygrip16 or anywhere.

If you say it is the right file, why does it freeze at: welcome to keygrip16 ?
Should it be the Win95 it has to be run under, and not Win98?

I could change a frozen camera, but... 
The .cfg File 
goes in a folder named 'move2id1' beneath the keygip16 folder. My version of it works fine even though I haven't loaded it since last summer.

A few other factors. Check the preferences. Make sure there is a WinQuake path listed and a dem path listed. It does need a .dem file to load correctly. The three Quake .dems will work fine for that purpose.

So if it continues to freeze, open up the kgdemo.cfg ('cfg' is for configure) in note pad and supply the necessary file paths and be sure to match them to your Quake directory and where you keep your .dem files. 
,,, 
There used to be a submit link on UnderworldFan's site? 
Attn: AguirRe 
Was trying to compile my q1sp, and got the error MAX_MAP_TEXINFO, which noone seems to be able to explain, while using TreeQBSP. Anyways, I was in #TF and RPG suggested I use your bspinfo.exe, which was included with the visbjp.zip -- which I did, but I got an even weirder error message: "c:\quake\id1\maps\q1debris5.map is version 1696608047, not 29"

I'm all out, here. 
Biff 
Hmm, that seems unusual, my Tree/Tx compilers shouldn't normally abort on # texinfo. The BspInfo error just indicates that the bsp is corrupt, it should always contain he magic number 29 in a Q1 bsp.

Send me the zipped map+wad and I'll take a look at what's going on. 
Response To Jago Post #1975 
Jago, since I didn't see anyone answer your question, I believe a door with multiple parts may be linked by simply grouping all the brushes together. ...At least that's what I do in Worldcraft and it works. That way you don't need a trigger and door names. 
AguirRe 
Thanks for the tip. I'll work on it ASAP. Very informative i might add. (yr page) Provided information difficult to find nowadays.

Any suggestions on a leaky map that dosint appear to have a leak in it? Say the .pts file's line goes through what seems to be a solid brush. 
i've gotten that problem very often, esp when working with natural terrain. usually, the best way to fix it is simply to remake the brush in the editor (delete, and reshape a new one) although it's long, it's usually always works. if not, try splitting the brush up into two or more pieces. 
Figgured It Out 
yeah it seems like qbsp dont like it much when brushes are misaligned. Even when said misalignment shouldint cause a leak.

Its all right there on buddy's webpage :) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.