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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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#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? 
Jaeon 
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. 
@Spud 
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 (! self.target)     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:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
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! 
@Preach 
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 
Anyone Using Linux To Map ? 
And would point me in the right direction for tools of the trade, wanted to start making maps for a long time, just lurked around for almost a year... 
@vossk 
Trenchbroom is available for linux:
https://github.com/kduske/TrenchBroom/releases
As well as EricW's compilers:
https://ericwa.github.io/ericw-tools/

I don't use Linux, but this is what I'm using currently for mapping and am pretty happy with it. 
Unreal Engine Question 
Does anyone have a pipeline going from Trenchbroom to unreal engine 4? Or failing that, is there a good way to “map” in unreal engine 4 in a vaguely “quakey” manner? 
Starbuck 
Don't have any experience with it myself, but you might want to check out HammUEr:

https://nte.itch.io/hammuer 
 
HammUEr will be your best bet, me thinks. I havent used it personally but it very much seems to be worth the money. 
HammEUr 
That’s a terrible name for something that looks really good. Thanks! Will look into it. 
How To Change A Q2 Map's Gravity By Hitting An Ingame Button / Trigger 
Is there any resource that could help me find a way to change gravity in Quake2 midmap? Either a tutorial on how to create such a custom entity, a way to alter the existing trigger_gravity in order to affect players as well, or some other way?

Thanks 
TrenchBroom For CTF Maps? 
I'm trying to make a Threewave map. Does anyone know where to find the FGD/DEF files for use with TrenchBroom or another Level Editor? They don't seem to be anywhere. 
Open A Door Using A Key 
How would I create a door that rises upwards when activated by a key? I am using Trenchbroom 2. 
Thoth: 
Good question about CTF.

As far as I know, back in the day CTF mappers would just edit their own copy of the fgd to define a few more entities, because there weren't that many new entities to add & they didn't have many interesting keys to set on them.

(Or even manually edit the map file to add the entities.)

You have item_flag_team1 and item_flag_team2 for the red/blue flags. Then info_player_team1 and info_player_team2 for the initial spawns. The spawn entities could have the angle key set to determine their facing. That's about it.

For respawns after the initial team spawns, that just used normal info_player_deathmatch entities. 
What About Runes? 
Are they just the normal quake runes? Or is there a different info? 
 
Runes will automatically spawn at randomly selected info_player_deathmatch locations. 
Failing To Understand Func_wall 
Hello folks,

My goal: Have an explosive box blow a hole in a wall. Simply deleting a brush is all I'm looking for.

The following image shows what I've got:
https://i.imgur.com/fN5jwAk.jpg

I've tried to directly "target" and "killtarget" the func_wall from the misc_explobox, and I've tried throwing a trigger_relay in the middle because some Quake wiki mentioned it. Tried a short delay and I can't really justify why, just throwing things at the func_wall and hoping something sticks. I'm considering using a silent, instantaneous func_plat to "disappear", but there must be a more elegant solution.

Thanks for reading my post 
Tez 
Create a func_door, choose the appropriate spawnflag for the key color you want and then give the value -1 for the angle key. (If you want the door to go down, give the value -2.) 
TheNewFlesh. 
I have no idea, logic looks sensible to me. But the first thing I'd do is troubleshoot the explodobox, replace it with a button and see if that works. If it does and there's an issue with explodoboxes targetting stuff, then put an invisible shootable button beneath the explodobox and have that killtarget the func wall? 
@NewFlesh, Shambler 
Exploboxes won't trigger or killtarget entities when they explode because on death they run the barrel_explode function, which just goes kablooey and deletes itself and is missing the SUB_UseTargets function that allows an entity to trigger and killtarget things. However, with the dark majyyks of map hacks, it's possible to rig up a setup to do what NewFlesh wants, with only one extra entity and thankfully no usual fussing with any info_notnulls.

Normally, you could just manually set the explosive box to killtarget something by sticking SUB_UseTargets someplace in its key/value fields, but just about every field is already taken- th_die is already filled with barrel_explode. th_pain works, but only activates if the barrel isn't blown up in one shot, and then you have the wall already missing and the barrel still clearly not blown up. If your name is Preach and you're a member of Mensa, maybe you could juryrig something with SUB_CalcMoveDone, but it's five in the morning and none of us have time for that crap. The one big field that we want that a boom-box doesn't use by default is use, but how do you use a barrel o' boom? Make a trigger_once around it with a reasonable amount of health (both sizes of explodebox have 20 health, for reference) and make it just big enough to overlap the funbox. Have the trigger_once target both the explodebox and a relay that killtargets the wall- this is necessary because in id1 progs, you can't have one relay both target and killtarget things at once. Then add a use | barrel_explode key/value pair to the explodebox- this will make it go boom like normal when called upon by the trigger_once. In short:

classname | barrel_explode
origin | (wherever the box is placed)

targetname | splodebox <- add this line, change name if desired
use | barrel_explode <- add this line

classname | trigger_once
target |
splodebox <- make it match the targetname above
health |
20 <- this is the default explodebox health

classname | trigger_relay
origin | (doesn't matter)
targetname |
splodebox <- share a targetname with the actual explosive box so both are hit by the trigger_once
killtarget | splodewall <- use whatever name fits your normal entity naming schemes

classname | func_wall
targetname |
splodewall <- this is the wall you want to be 'destroyed,' so link it appropriately

Double check to make sure everything's wired up right and it should work just fine. Note that this really works with anything you want instead of an actual misc_explobox, but by using an actual box (even if the box itself isn't actually shot by the player) you don't have to worry about spoofing a model or including extra textures or anything. Or, you could just add a tiny invisible button like Shambler suggested... if you're a weenie. 
20051, Continued 
The bit that says
classname | barrel_explode
should actually be
classname | misc_explobox or misc_explobox2
depending on which size box you want to use. I slacked off in proofreading and now I'm the weenie. 
So Basically. 
Use the shootable button method. 
 
I hope you stub your toe on your dumb button. 
Yup. 
Then it will trigger the relay and remove the func wall. Unlike your essay of code, god knows what all that does, maybe someone else can read it and summarise for me. 
From The Quakelab - Exploding Walls 
Here's a file passed the BBS -
Exploding Walls v1.0 from The QuakeLab
6 okt 1996.
It is a nice example of exploding walls.

exploding walls

Have Fun With It! 
Func_wall Suggestions 
Thank you kindly for the suggestions, folks! I'll sink my teeth into it ASAP and I'll be sure to upload a version for testing when it shapes up a little more. 
@spud 
Why not a trigger once under a false floor (beneath the explosion) with health set instead of all that? 
 
No real reason other than autism, I guess. Or that trigger_onces don't take damage from explobox explosions. There's a thousand ways to accomplish the same thing, I just went with the trigger setup out of lack of knowledge for what triggers and buttons would do when in floors, behind geometry, inside the button, etc. 
Heh 
trigger_onces don't take damage from explobox explosions

duh me 
Spud You're Scaring The Children 
A trigger_once inside the explodobox will suffice 
Hide The Children. 
Trigger_once doesn't take damage from the explodobox. Keep up, man. 
Kept Up 
Quick test shows it working here 
 
You got a copy of the .map you can upload? I tried it multiple ways and no matter what, the trigger wasn't hurt and required being shot by the player separately, even when it's buried inside the box itself and should be at ground zero of the explosion. 
I Tested Earlier Also... 
I had same results as Spud. As he and others posted, explodbox did no damage to the trigger. 
Map+bsp 
 
Strange, I'm using what should by all means be the exact same setup and it doesn't work. I thought maybe it was related to entity order but my test has the explobox listed before the trigger_once, just like you do. 
Very Strange 
You can compile the map I uploaded and it works? 
How Do I Make Movers In Quake (Darkplaces)? 
The only id Tech-based game I've ever mapped for is Prey. I like its way to manage movers from its scripting system, where triggers call a scripted function that specifies which movers will have to move, in which direction, how long the movement must take, how many degrees they must rotate...

With the recent news of 3DRealms releasing a Darkplaces-based FPS soon, I started using GTKRadiant to map for Darkplaces. While the process of building the architecture for a level is quite similar to Preditor (because Preditor was based on GTKRadiant), there is no func_mover to select. So how do I add moving brushes in Darkplaces levels? 
@ww 
Yeah, compiled it using ericw's tools and it worked just fine, player_start health buffer and all. 
Devil Master 
This will be specific to the Wrath gamecode, not the DP engine code. For now, just mackle up placeholder movers using the vanilla Quake progs, using func_door, func_train or whatever, and then when 3DR release a dev kit for their game you'll have to convert your placeholder movers over to whatever system they are using. 
Movers In Darkplaces 
Oh. Then, I imagine there's no guarantee it's even gonna be possible to use something similar to Prey's movers, because 3DRealms had made a big deal about making everything with QuakeC, for authenticity's sake.
Which leads me to ask another question: is it possible to use QuakeC to move around models (e.g. .md3 models) instead? 
Explode Box Damages 
my trigger_once - no problems.. I set the health to 2, put the trigger inside (and outside) the box... works fine. 
Func_wall Question Closure 
Ladies and Gentlemen, you've truly gone above and beyond to satisfy my question, and I appreciate it very much.

TL;DR - So far, so good!

I tried trigger_once outside of my explobox, mostly satisfied, but in 1% of my playtests, a monster would trigger it and the wall sequence would fail.

My .map currently has a shootbutton underneath the explobox and it has triggered as intended in 100% of playtests so far. Today, I realized the button is making the typical button sound, and I'd rather not have that.

I'll try the trigger_once INSIDE the explobox, thanks again for the stream of suggestions. If I can't get it to work, I'll fall back to the button and accept the additional sound effect.

I just noticed there was further discussion about my question, so I felt the need to chime in. I do intend to post my map eventually, but it's my first "complete" map. I don't want to spam your board with numerous iterations of this cornball, amateur, mess of polygons. 
@-newflash 
#20058: closed wall that explodes, no matter how many monsters walk aside.
Just reset the path_corners somewhere behind the surface, or they will z-brush. 
Texture Problem? Any Ideas? 
Mostly empty map in which I test new textures. And it seems that some of them are causing problems, 'cause when I fill the level with standard texture, it compiles. One texture at a time it also compiles. But when there are many (no more than 10, actually), it doesn't. Is there a way to pin point the problem (without hours of combinations checking)? I would guess it's something to do with the name, but names are pretty standarad, like: snowed_rock and burned_wood.

line 6: Unrecognised string escape - \S
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \c
line 6: Unrecognised string escape - \Q
line 6: Unrecognised string escape - \I
line 6: Unrecognised string escape - \q
line 6: Unrecognised string escape - \И
line 6: Unrecognised string escape - \T
line 6: Unrecognised string escape - \G
line 6: Unrecognised string escape - \B
line 6: Unrecognised string escape - \S
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \c
line 6: Unrecognised string escape - \Q
line 6: Unrecognised string escape - \I
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \S
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \c
line 6: Unrecognised string escape - \Q
line 6: Unrecognised string escape - \I
line 6: Unrecognised string escape - \f

BTW, what would happen if I'd had textures with the same name? I'm asking, 'cause 2 my of wads have different textures named dry_wood.

---

Texture screen: https://drive.google.com/open?id=1mDFK8cLOlgiFY5CqVha5hmsoY_FGeh-i (they are mostly from Tomb Raider xD) 
The Solution? 
eh, I just copied parts of the map into the new file and it works... >_> 
Hi I Need Some Mapping Help. 
I have looked in here but....couldn't get a conclusion.

[19:36] Shambler: can you give me the top ten causes and top ten cures for massive greyscale in quakespasm in this day and age?

[19:36] Shambler: i get a fuck off big lump of it in one area of a map i am working on

[19:37] Shambler: the map is sealed and vises, the other areas are fine, this area is not looking towards an excessively detailed / open view

[19:37] Shambler: there's a lot of func_detail, backed up with worldspawn where it needs sealing

[19:39] Shambler: it occured during testing but not after tinkering with this area in particular (well i was tinkering with a gameplay element but not changing architecture there)
 
Hi 
[21:18] madfox : When I first entered this board in 1999 I was afraid Shambler was really developper of the monster in Quake.
[21:20] madfox : Later on I realized it was just a nickname.
[21:22] madfox: Maybe it's because I'm a foreigner who has to register to post.


Not sure who's Shambler anymore.., 
0.125 
Shambler.map is like madfox.mdl. The two of you should team up... or maybe you've been one and the same all this time! 
Fine. Sending The .map File To You To Fix. 
 
Shambler 
Any screenshots? Also have you tried older versions of ericw's tool to see if there's a difference? 
Hopefully A Dumb Question 
Is there any reason why when I walk down a long hallway, suddenly the nearby geometry goes invisible and I can see through to the other side of the map? Compiled with and without vis, same result.

I've uploaded a clip:
https://gfycat.com/ThatInnocentCrayfish 
 
Your map goes out of bounds, so to speak. Nothing can go beyond the -4096 and +4096 coordinates on each axis. 
@Dumptruck 
Shots from discord:

Before moving into greyflash area:
https://cdn.discordapp.com/attachments/292236297173467138/558959023597289495/spasm0005.png

After moving:
https://cdn.discordapp.com/attachments/292236297173467138/558959051493605377/spasm0006.png

Greyflash area from other side:
https://cdn.discordapp.com/attachments/292236297173467138/558959083273584640/spasm0004.png

I've tried compiling with a new dev build ericw linked me, same issue.

BUT...


[10:24] Shambler: now i just checked and when i delete my big prefab-filled box, it works fine
[10:24] Shambler: prefab box is sealed with func_group (for easy access obvz), not worldspawn
[10:25] Shambler: but that should still stop it being drawn?
[10:25] Shambler: n.b. in image 2, that pillar is func_group or worldspawn now, not func_detail - i changed it cus there is a corridor behind and i was worried about line of sight....makes no difference ofc


It seems to be, in the words of Kinn "the engine hitting the limit of the number of faces it is allowed to draw"??

Obvz I will remove prefab box before release, and I can trim down some designs....but I've got plenty more detail to add....if there is other stuff I can do with func_whatevers....that is useful. 
 
the engine hitting the limit of the number of faces it is allowed to draw

This was always an issue in WinQuake (had to stick beefed up r_maxedges and r_maxsurfs in the config file).

...but, I would have expected QuakeSpasm has this pretty damn high (as in: "you'll never need to worry about it" high) by default??

Do these faces flicker on and off if you move around, shums? 
 
Thank you #20088, there is clearly some fat I can trim from that level 
 
Hello. I want to try to make some maps for Quake. Well, wanted since long ago, but never got far. Now I saw AD and discovered Trenchbroom and had my interest in Q mapping renewed. So I've read Trenchbroom manual, and tried some things, and got some questions.

1. Is there a way to create geometry by drawing it with vertexes from scratch and extruding or smth? In any Q editor?
What are standard ways to shape geometry in Trenchbroom? Vertex tool and Brush tool feel kind of awkward, probably because I dunno how to use them properly lol.
By far I've had most success with cuboids and CSG substract - made a kind of hall with rooms on sides to test various blnking lights in each room.

2. I've finally found out that stuff like doors is done with brush entities and their keys/values, after downloading Quake source maps from Romero's site and looking at them. Wasn't mentioned in manual much (not the brush entities themselves, but making various things :). Should I just continue to look up stuff in id maps and look up entity parameters in editor/the quake wiki entity guide or there exist some good tutorials on the subject? Seems to be better documented for id Tech 1 :)) 
 
Trenchbroom is a multi-game editor, so by design its manual doesn't talk much about the specifics of mapping for a particular game.

Have a look at:

https://quakewiki.org/wiki/Getting_Started_Mapping

https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE 
@BlueSkullKey 
Doom and Quake mapping are very different beasts as you can see. Your best best is to learn to think and map in 3d. Especially with TrenchBroom as your tool of choice.

Now that being said, there is the "brush tool" (default is B) that you can use to "click" out vertices and then extrude. But I would not recommend making maps entirely this way. It's very limited in that it can only be used on an existing surface and only in 3d mode. It's also a bit clunky. Not many ppl use it AFAIK.

Your best bet is to watch my early tutorials on each of the tools and start creating brushes. For the most part, you will need to abandon most of what you have learned from Doom editing. Quake is true 3d and TB makes creating levels more of a 3d process than before.

The good news there are tons of resources here and elsewhere.

Bal's mapping streams are good to watch - although he's very fast.
https://www.twitch.tv/videos/370358937

Good luck! 
2 Post 
regarding the link above.... his mapping starts about 35 minutes into that video. 
 
Thanks for replies. I'll look through links/videos a little later.
I wasn't going to make maps using the brush tool only or such. I'm just trying to figure out what is the usual workflow for creating more complexly shaped things than a corridor or box room, before starting to make a finished map.
Seems that it is mostly adding up sloped/cut/rotated cuboid brushes?
I guess there's also nothing like subdividing faces to get more vertices. 
Freecs FTE Textures Trouble 
Hello, I have some troubles with textures on my map in FTE engine:

My map has low-quality textures and here is how it looks in darkplaces engine:
https://pp.userapi.com/c852036/v852036050/f069d/0_mPVRJq0RI.jpg

In darkplaces I added high quality textures in "textures" folder (each hd texture name corresponds to each lq texture name). I also use normal maps and gloss. Here is how it looks after that:
https://pp.userapi.com/c852036/v852036050/f068b/vqyePzRkKEg.jpg

I tried to do the same in FTE engine. So I have a map with low quality textures and I have some hd textures with normal maps and gloss in "textures" folder. Hd textures are loaded too:
https://pp.userapi.com/c856016/v856016024/17d19/O76Ncfgg5nQ.jpg

After that i decided to run this map in "Freecs" for FTE quake. The problem is that now hd textures are not loaded from "textures" folder. Only normal maps and gloss can be loaded. Screenshot:
https://pp.userapi.com/c852036/v852036050/f0664/6TWdO2Y4pPo.jpg

I replaced all the cfg files in freecs for cfg files from my mod. The graphics changed but my hd textures are still can not be loaded. I also tried to use different formats - tga and jpg for textures in "textures" folder but still no result. Map is in quake 3 format.

Does anyone know how to solve this issue?
(sorry if I made any mistakes, my English is still poor) 
 
try gl_load24bit 1 
Reply To Spike 
This variable is already set to 1 on those screenshots. I tried to change its value to 0 and return to 1 but still nothing changed. 
 
I have path with 3 path_corner ("wait" "-1"). I made 2 trigger_once for start func_train. But only one works. How to make to move to the next path_corner only in the event? 
Digs 
You can't... wait -1 stops the train permanently. 
 
rubicon 2 source has this feature ... every time it's triggered it starts moving again. 
 
I took a look at your source a while back, I'll add it to progs_dump for the next final release. It keeps coming up so ppl want it. 
Quick Question. 
I have seen in some maps glass that is transparent and I couldnt find any help on how to do this.
Can anyone tell me how to do something like this? 
Nolcoz 
"alpha" key on brush entities, from 0 (invisible) to 1 (opaque). 
Thanks! 
 
Water Fullbright/minlight 
Is there any way to make it so water is not a set brightness? I'm using waterfall textures from ikwhite that fall into a vanilla water texture. I need either a way to set the water texture to not be fullbright/minlight or a better texture set for a waterfall into a body of standing water. Thanks for any help. 
^^^^ 
I have not tried this but you try a func illusionary brush above the liquid with a black texture and set alpha between 0 and 1 (i.e. 0.5) to darken the brush underneath.

Good luck! 
@dumptruck_ds 
Thanks. I'll give that a try. 
Different Music Tracks In One Map? 
Hi!
I'm still trying to get more atmosphere to different sections in my map.
Does anybody know if there's a mod or something to play different music tracks in a map, activated by a trigger? 
#20122 AD(Arcane Dimensions) 
Has "trigger_cdtrack"

I'm sure you could look at the QC and use that in your own progs.dat if you did not want to use the whole Mod. 
@_GunStHighway 
Short tutorial from Inside3D.
Quake1 Background Sounds 
@damage_inc And Madfox 
Thanks. I'm testing this and tell you if it works.

Best wishes
Gunny 
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