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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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Need Help 
Greetings everyone! I'm pretty new at Quake mapping and mapping in general for that matter and need help.

I'm trying to build a map for Quake Rally. It is a rough recreation of Bowser Castle 1 from Mario Kart. When compiling the map it seems to do fine but when it runs Quake (I use Qrack by the way) it plays my pc's error sound and closes Qrack. I can fix this by changing the sky brush to a different texture and getting rid of the lava. This allows the map to compile and launch. Once I get in the game though it spawns me in one of the outer walls instead of where the info_player_start is. I can walk out of the wall and fall to the floor. Once i'm on the floor I am able to walk around the bottom of the map until i hit an invisible wall or the game window turns black. I've tried all I can think of and can't get it to work properly, any help would be greatly appreciated. Thanks. 
What are the coordinates of your info_player_start? Likely the entire map needs to be shifted to be inside +/-4096. 
The info_player_start is at -1440 8832 360 
Standard BSP Limit 
Yep that's it. Select all and move to center everything over the world's 0 0 0. Make sure you have Texture Lock on when you move it or everthing will get off.

Quake has a max positive or negative position of 4096 in any direction. I believe you can still have stuff past 4096, like distant towers or some such, it just won't be reachable. <side note> certain engines allow for larger maps if you compile with -bsp2 but I don't recommend it for beginners unless your map is truly that gobsmackingly huge. 
No Option To Add A Wad File

I have the wad place in


You need to set (or reset) your Quake directory in Preferences. 
Follow Up 
Merry Christmas ! I see that you are the author of the top notch youtube tutorials. I did not want to be more specific in my initial post. What I am attempting is to add a generic game, namely Kingpin. I again followed your setup tutorial. I was able to add a def file(which initially did not provide for a worldspawn) but by cutting and pasting other def or fgd files I overcame that problem. That does not mean the I solved the problem. I was also able to get the textures in Trenchbroom though I can't be specific as to how.

Maybe this log will help. By no means do I expect you to solve this but any suggestions would be great

---- qbsp / ericw-tools v0.18.1 ----
Input file:
Output file: k1.bsp

---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
36 faces
6 brushes
3 entities
1 unique texnames
3 texinfo

*** WARNING 00: No wad or _wad key exists in the worldmodel
Processing hull 0...
---- Brush_LoadEntity ----
6 brushes
12 planes
---- CSGFaces ----
36 brushfaces
24 csgfaces
12 mergedfaces
---- SolidBSP ----
24 split nodes
6 solid leafs
19 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
33 leaffaces
33 nodefaces
---- Portalize ----
19 vis leafs
19 vis clusters
48 vis portals
---- FillOutside ----
18 outleafs
---- MergeAll ----
6 mergefaces
---- SolidBSP ----
6 split nodes
6 solid leafs
1 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
6 leaffaces
6 nodefaces
---- Portalize ----
1 vis leafs
1 vis clusters
0 vis portals
---- Tjunc ----
12 world edges
24 edge points
0 edges added by tjunctions
0 faces added by tjunctions
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
*** WARNING 16: Texture b_cp_v18 not found
---- WriteBSPFile ----
Wrote k1.bsp
17 planes 340
8 vertexes 96
6 nodes 144
3 texinfo 120
6 faces 120
12 clipnodes 96
2 leafs 56
6 marksurfaces 12
24 surfedges 96
13 edges 52
1 textures 8
lightdata 0
visdata 0
entdata 401

0.031 seconds elapsed
Peak memory usage: 168816 (164.9k) 
Vis Murderation. 
WARNING: RecursiveLeafFlow: recursion on leaf 550

Help please.

Yes I have googled and searched through this thread and see leafs mentioned a lot but don't understand what is going on nor how to fix it.

Yes I have used a LOT of func_detail_walls and func_detail_illusionaries

Yes my map does have a lot of botched rotated stuff tho.

Yes my map does have a lot of botched rotated stuff tho

Live by the sword.... 
Thanks Kinn. 
Any idea how to fix or reduce the Leaf Recursion error?

Incidentally, I didn't get this error when I did a fullvis a week or two ago, when I already had almost all of the rotated stuff in place. 
I Unno 
I assume the warning message doesn't indicate the area of the map where the problem is?

Is what you've posted all the info that you have? 
Wired Lmscale Behavior 
trying to compile map with options (using ericw-tools 0.18.1):
light.exe -lmscale 4

And here results on different sourceports (latest available versions):

For FTE all working well. According to this feature supported by QSS, but actually not, or im doing something wrong? Maybe i need some additional parameters or config tweaks for QSS? And is this feature supported by QS?

And one more question about ericw-light. When im using options:
light.exe -extra4 -lmscale 4
it reports error:
C:\projects\ericw-tools\light\ Q_assert(rayindex <= 32767) failed.

Anyone know any workarounds for this particular options combination? 
Hey, I downloaded gtkradiant, made a test map, and found the bsp menu empty, so I cant compile. I then found a link to netradiant, made a testmap and tried to compile. it makes a testmap.bak file. I need a bsp file right? the hell do i do? 
That's because GtKRadiant is an editor, not a compiler.
For god compiler files search for ericw compiler

I tried a long time to get the compiler running under Radiant.
Then I decided to use the editor for maps,
and save the map to a different file with the compiler tools.
Works fine now. 
thanks for the reply madfox. I see now in radiant when i use the compile options it writes it to qe3bsp.bat, but the syntax is all wrong so it doesnt work. I downloaded the ericw tools and did it manually. The level loads, but the textures don't. Any idea why? 
Check for spaces in the pathnames to your wad. Compilers can chock on those. I recommend using Necros' Compiling GUI to simplify the process. 
#20009 (@KLIMaka) 
I don't know why you're getting different results in qss from either of the other two engines.
what I can say, however, is that you should be using the _lmscale worldspawn/entity key instead of the -lmscale commandline arg - this will fix QuakeSpasm/others (by providing multiple sets of lightmap data in a backwards-compatible way, allowing for opportunistic upgrades). (This also allows different lightmap scales per func_detail etc, unlike the commandline arg.) 
Wad File 
When the wad file doesn't load it means the path is unclear.

You can open the *.map file with TexPad and at the beginning you see something like:

"classname" "worldspawn"
"message" "MyMap"
"worldtype" "0"
"sounds" "4"
"wad" "C:/Quake/ID1/Quake101.wad"

It is the wad path you should look at and make sure the wad files are in C:\Quake|ID1\... 
#20014 (@Spike) 
Thanks! I tried it before, but just now figured out that
_lmscale == 1/-lmscale 
Trigger_teleport, Info_teleport_destination And Trigger_once 
Hello, I am teleporting monsters into my map. I have made two functioning examples. They work fine. The third teleports the monster to 0, 0, 0 no matter what I try. I know the third example is set correctly because when I make a map just to test it no problems occur. Any thoughts? 
There's a problem with the teleport destination. Check if the targetname is correct, if the (skill) spawnflags are correct, and if it's placed correctly (enough space, not inside geometry). 
Figured It Out 
The first teleport combo was set wrong but none the less it worked. The second was a copy and paste of the first with target and targetnames changed and it worked as well. The third one was a new build with the same target and targetname scheme used previous with minor changes to indicate new events. Initially I was transported to 0, 0, 0. I saw an error and fixed it then the monster went to 0,0,0. I spent a couple hours trying various things but none of that was fruitful so I began asking for help and rereading the docs. I interpreted them differently and fixed my scheme. It now works. The reason my third scheme worked in a map with no other schemes seems to verify that one or two mistakes can be forgiven but as in life if you keep making the same mistake over and over you will pay. Thanks for the reply negke 
Coloured Light ~ Switch On/off 
I have a room with two lights.
One is coloured, the other one not.
When I add a button I can switch the white one on/off,
if I switch the coloured one nothing happens.
Is this preordered? 
Can't output centerprint message if activator is not "player" in standart progs.dat (trigger_relay or other). Is there any way to do this? 
Set an enemy | 1 key/value field on the trigger sending the message. In singleplayer, the player is always edict number 1 (worldspawn being 0), and the entity being activated should still consider the player its enemy, thus sending the message properly- at least in my experience. Note that this only works in singleplayer, as MP will have different edict numbers for different players. 
I understand your idea, it is interesting, but it does not work for me. The event sends a monster. I added him the property "enemy" "1". He is killed by a Vore's shell. But the message is not displayed.

I looked at the source code.

void () monster_death_use =
if (!     return;  

activator = self.enemy;  
SUB_UseTargets ();

Only a number is assigned here. But elsewhere the entity is verified.    

if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)

How can this work? 
And I have another problem. If I set "enemy" "1" for a monster, then his stops seeing me 
Suggestion For Digs 
Hi Digs,

I think you can use the following hack to get your message to display:
Use this hack to create a trigger with your message, which gets spawned when the Vore dies. You'll need to make sure that the trigger is so big that the player will hit it straight away - why not make it the size of the whole map! 
Thank you very much! This is a very interesting decision. I will try to use it in the future when the opportunity arises. But I already sent the map for which it was necessary. Therefore, now only the next time. Thanks again 
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