Glad to hear that the failer isn't in the progs. I thought on everything but not on the map limits. So i will move the party more southward to get it work.
Ericw-tool Light "no Backend Available"
I've set up a mapping environment under Arch Linux, using TrenchBroom + ericw-tools + quakespasm.
Everything works well, aside from the lighting. light is throwing a "no backend available" error at me, and my maps are always full-bright.
I made a small box with a single torch for testing. You can read the log here: https://pastebin.com/h0E8kfcm
Try the linux build from https://github.com/ericwa/ericw-tools/releases
(in case you got it from somewhere else?)
What kind of cpu do you have? The raytracing library (embree) requires sse2 so mid-2000s ish.
Thank you very much for answering my message.
Downloading the binaries from github fixed my issue. It turned out I only had the light, vis, and qbsp bianries and nothing else.
I thing I probably have downloaded the source and compiled everything myself.
This is fixed now. Thank you very much for your time!
Zerstorer Textures Copyrighted?
I'm building a level which is using some textures from Zerstorer, that famous Quake mod. The WAD was available on Quaddicted, but I've noted the following in the text file that came with Zerstorer.
* This product is property and is copyrighted by Nihilism Unlimited.
* If this product appears on any medium/media without the consent of
Nihilism Unlimited, full legal action will be taken.
I note some textures were used in func map jam 3, which was a Zerstorer themed jam.
The question is, is it OK to use these textures? Obviously I want to respect the authors wishes, but this disclaimer is confusing, as it appears to discourage any copying!
It's fine to use them. It's been 20+ years and everybody from "Nihilism Unlimited", which I doubt was ever any proper legal entity, has since gotten jobs and careers (some of them are still at id).
seems like they don't want it distributed on a physical medium like CD-ROM
A bit of historical perspective:
That warning came at a time when software publishers were downloading maps and mod archives from cdrom.com. They would package them and sell them in retail stores without permission.
Mappers and Modders started adding warning like these back in the Doom days.
Oh God I Remember That Crap
Yeah you could literally walk into a high street games retail outlet and buy one of those big cereal-box sized packages with a CD rattling around in it, with "3000 BRUTAL QUAKE LEVELS" written on it in a big red "rubber stamp" font, and 90% of them would be fullbright boxes with a rotfish stuck in the air, big walls tiled with the flashing button texture, and everything more than 10 feet away from you is a great big HOM.
SM202 Theme Confirmed There.
I suspected that would be the case. Good.
I played jamx_bloodshot, which was quite excellent, a map in func_mapjam x.
One thing that appeared to happen after passing through the silver key door, was the player being teleported when they turned their back on the door. I have a few ideas for my level, but the only way I can implement them is to have a func_wall disappear when the player gets close to it. That I can do, but is there Quake C code which allows for a trigger to be fired when LOOKED at?
Triggers can have an “angle” property which requires players to face within a quarter turn of that direction before the trigger will fire.
is there a list of the key values I can use some where... I wanted to use some ambient sounds but I can't seem to find the key value for volume... i.e. how the ambient light has an intensity key value, I wanted to make the sound of a rumble or something louder... I have typed in things like volume, intensity and what not but not sure how... also I had wanted to put a lightning effect so I wanted to make the lightning have a occurrence so it would happen every five or 10 seconds. thanks. the video on entities tells how to edit and add key values...but not what key values are available and unless i missed it in the manual I can't seem to find it there...
Not sure but are you asking about progs_dump?
If so the audio settings are well documented in the manual since version 1.1.0
In a nutshell, the audio defaults to the loudest volume. If you need something louder try and "double up" entities next to each other.
Random lightning effects are too complex to explain here but you will want to take a look at func_counter and the random spawnflag.
I have a new pd_lightning map that will be released very soon with pd_ version 1.1.2
I have implemented a lightning effect in Lords of Chaos. Actually, the effect is a little more complex than what I'm describing here, but I don't want to spoil too much.
I used a func_counter, which has the "looping" spawnflag set. "wait" is set to the delay between each lightning strike. The counter targets three trigger_relays. The first trigger_relay targets the light which is the lightning effect, and turns it on. The second trigger_relay also targets the light which is the lightning effect, but to turn it off. I have 'delay' set on this trigger at 0.3, so you get a pretty quick flash. The third trigger_relay targets 4 different play_sound_triggered entities spaced a few hundred units apart. I have delay set on this relay to '1', so the thunder sound is a little delayed from the lightning, for realism. These entities all play ambience/thunder1.wav. Of course, you can use your own effect here or change the delay values to change the timing of events.
The trick to making it louder is the 'impulse' key on the play_sound_triggered entities. The default value is '0', which is 'automatic', but I found the sound crackled a little and could drop out. What I did is set each play_sound_triggered to use a different impulse value (1,2, 3 and 4) which means all four entities use their own unique channel. The sound comes out nice and loud if you space them apart just right. My sound entities are about 500 - 600 map units apart. Note this doesn't actually really make it louder than other sound effects, but it does allow you to have it loud over a larger area in a reliable way.
You COULD use one play_sound_triggered instead of four, and set speed to '-1' (heard all over the level), but for my purposes I only wanted it heard where the lightning could be seen.
when you use the point entity ambient_drone for example... and I look at they key/value spread sheet in entities all I see is the classname, origin, and spawnflags keys... the ambient_drone only seems to be audible if I create it near the player start entity. I wanted to put it some where in the middle of the part of the map it was created in and sort of be loud enough that no matter where I was in that part of the map that it would be heard... thanks hopefully this clears up my question better.
ambient_drone (and the other ambient_* entities from the original game) are unfortunately not very configurable; there's no key the mapper can set to change the volume etc.
If you're using progs_dump, it adds a more configurable entity named ambient_general which has the following keys:
- Set "noise" to the path of the wav file to play (if you want the same sound as ambient_drone, that's "ambience/drone6.wav").
- Set "volume" to the volume (1.0 should be full volume, 0.5 should be half volume, etc.).
- Set "speed" to the attenuation factor. "-1" means no attentuation (i.e. should be audible anywhere in the level). The original game generally uses "2" for monster idle sounds, "3" for ambient sounds, and "1" for most other things.
Disclaimer: I haven't tried using this entity, I'm just looking at the source code.
Funny reading your lightning set up. I've done something very similar in a new sample map called pd_lightning. Yours is a bit more involved and mine is more a trap than an effect for ambiance. I used func_counters to toggle the lights in my setup. The new version of progs_dump will be out soon. (I am hoping to get it wrapped up later tonight.
Is progs_dumps something i can find in the create menu?
You mean when you first launch TrenchBroom?
If that is what you mean, the answer is NO.
progs_dump is a mod. You can enable it in the editor at the bottom of the Map Inspector tab. Look for the Mod selection area at the bottom right side of the screen. Then you load the FGD (found in the progs_dump development folder) at the bottom of the Entity Inspector tab. The FGD will allow you to see all of the specific entities like dead monsters, the candle and other entities.
I must have misread one of the previous posts, I thought you were using progs_dump. As dumptruck_ds said, it's a mod, so if you did want to use it, you'd need to download and install it, and then set up your map editor to use the mod's entity definitions.
BTW, other mods provide similar entities for setting up ambient sounds with specific properties: e.g. Quoth has ambient_generalpurpose, Arcande Dimensions has ambient_custom_loop, and Copper has ambient_sound.
only issue is... 1 where do I find it? and 2. can players play maps made with it... or do I need to put my maps some where specific? thanks.
Scroll down here for the new version I just posted last night. Please read the readme and manual. I spent a lot of time and most of your questions are answered there.
Textures With Incompatible Colors...?
I have custom textures for a map I'm making but once I convert the texture from an image to a texture and put them in the custom wad and run the map in Quake, I see that the texture's colors are simplified, parts of the texture are simply grey where the colors are I guess incompatible or whatever.
What's going on? Is it a problem with Quake's colormap, a problem or a problem with the WAD?
Do the colors look correct in texmex? (Or which was editor you’re using?)
Any Quake 1 Texture Artists Still Around And Active ?
Somehow, in 2019, I need some Quake 1 inspired textures for my indie project. So I am wondering if there are still any good Quake 1 texture artists around and reachable (like Speedy for example, who I have no contact with, unfortunately).
Quake uses an 8 bit color palette. More info here:
is there any engine that allows me to increase the lightmap size for my maps? I was wondering if I could get some nice 2048 or even 4096 lightmaps for cool lighting
misc_poster, you can see Spike and ericw discussing that, starting at post 19263 here: http://celephais.net/board/view_thread.php?id=4&start=19263
I am very close to finishing my map, but am facing a few issues I need to iron out. The one I'm not sure of, is r_speeds, and what they should be for a modern machine.
After building it with a level 4 vis, I find with the FTE Quake Engine, the sound still stutters, where it doesn't with other maps. By stuttering, I mean that the last second of sound or so repeats multiple times while the game keeps running. The frame rate seems to average 60FPS, with the worst frame rate still over 35.
The "draw indices" value indicated by r_speeds can get over 70,000. Is that too high? How do authors today ensure that the maps aren't too detailed? Is the sound issue an FTE Quake issue only?
Curves And Grid
Hi and hello! In my first post I'd like to say hi to QUAKE maniacs and thank to people who made trenchbroom (@kristianduske), compiliations tools (@ericw), and @dumptruck_ds for great tutorials and all others people thanks to them I could back to QUAKE maps - thank you very much!
I got two question:
1. Is possible to use on some Q-port patches/curves like in Q3.
2. Is this a big problem to not keep the grid (I know it is very important, but maybe new compilators can handle it without any problems). Here I show my little altars: https://imgur.com/a/cchxDSP
as for sure you see they can't handle the grid. Of course I can make altars in the grid but they don't look as good as this style. Is this a real bad idea in building map or I should always handle the grid? Thanks!
Is this a real bad idea in building map or I should always handle the grid?
"Always stay on grid" is like a func_msgboard/terrafusion mantra.
In this particular case it won't really matter, since it's a loose object and not part of anything structural*. But otherwise, yes, you should always try to stay on grid when building in Quake, 2 at the very least.
It is possible to use smooth on-grid curves to achieve your desired result, though.
* - I hope you're going to mark this altar as a func_detail_wall.
Quake, 2 at the very least.
Grid 2, not Quake 2. I wouldn't inflict that on you!
@onetruepurple - thanks for advice, I always keep in grid in DOOM3/QUAKE4/QUAKE1 but I thought there could be some new feature I didn't know about. I look at my altar once again and it was just easy to see rectangles in triangles chaos. I love brush style mapping! Back to QUAKE mapping thanks new compilers and trenchbroom is like holidays for me. I had to loose work on maps 10 years ago cause compilation time :(
Now is good grid 2 units.
Looks great in map, for now without func_detail and _phong 1
Grid 0.125 For Life Yeah \m/
"I Wouldn't Inflict That On You!"
So is Q2 mapping not really a thing now? Genuine question, since I've been out of the game for a long time and have just started resurrecting a project that I started about 20 years ago.
As far as I have heard there are still MP and "jump" maps being created. We have a small group of Quake 2 enthusiast on the Quake Mapping Discord with a dedicated #q2-mapping-etc channel.
I know a few of the regulars there are interested in giving Quake 2 SP mapping a spin. Including myself. Most likely in the new year for me as I am finishing up a project.
Come say hi: https://discordapp.com/invite/j5xh8QT
Why Thank You! :D
Have done, thanks!
Someone created a TrenchBroom importer for Godot: https://github.com/ShiftyAxel/Qodot
Cool find, I was recently wondering if there's any sort of support for Quake content in Godot. Too bad that most implementations that aren't derived from Quake support the simplest subset of data formats (either .map or .bsp) and are not concerned with gameplay portion of Quake at all (progs, client-server, etc.). But I guess people work on what they find the most interesting, typically rendering. ;)
You guys have any idea where I can get a hold of a Wrath ent def file? It's kinda tedious to write your own, trying to figure out all that stuff =)
AD Item Offset/rotation
How do I disable it? I'm using jackhammer 1.1.1064 (latest freebie version available) and AD 1.70 P1 with included fgd.
There are a couple of parameters in worldspawn properties that regulate offset and rotation but they have no effect. I tried both Ericw and TyrUtils qbsps, with the same result - items are still rotated/offseted randomly, and will not spawn at all if they dont have more than 64x64 space around them.
There is "Floating" flag that solves the not spawning issue, but it makes items clip through world geometry because they are still offset randomly, but this time with no regard for surroundings.
Yeah the worldspawn keys don't apply anymore in latest AD I think.
You can set an explicit nonzero angle on the item to stop the random rotation. If you really want explicit angle zero, then use 360 instead.
Works For Me, Thanks!
But what about position offset?
I think that particular worldspawn key DOES still work. I.e. try setting no_item_offset to 1 for worldspawn.
Yea, apparently "enabled" is actually "disabled". Worked, thanks!