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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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On the other hand it's one of those maps you can cheat through by just grenadejumping there.

These things used to bother me too, but with the DM4 jam I decided to just embrace the potential for breaking progression. It made for a much better map in the end. 
Sprites 
I'm trying to make some new sprites, but Fimg saved my results without alpha's. So I used *.tif files. Same result.

Is there another prog to obtain sprites? 
Fimg 
Worked fine for me - I just had to copy the dirty pink colour Quake uses for .spr transparency. 
Yes 
Without that colour it seems to leave the alphas out. Now I've got ome bit it's still invincible as I used no fullbright's. 
What? 
Sprites ignore light, they're never black or invisible. 
Dark Cloud 
I tried to make a sprite look like an ink cloud,
but the disadvantage is they fade too fast.

Anyway, this one I don't see appear in game.
It will be my lack of coding. 
Sprite 
Make sense now, somehow 
Black Textures With Fresh Trenchbroom Setup 
I set up Trenchbroom on a new laptop. When I open it up I get this in the console:

"Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'"

When I add a WAD file all textures appear black.
This is the entire console log when I start Trenchbroom:

"Creating new document
Loaded entity definition file Quake.fgd
Loading palette file gfx\palette.lmp
Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'
Renderer info: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 version 4.6.0 NVIDIA 445.75 from NVIDIA Corporation
Depth buffer bits: 24
Multisampling enabled "

Does anyone know what is happening?
Thanks! 
 
It can't find the id1 .pak files. Either copy those over or reconfigure your paths in TB. 
 
Thank you! I deleted my .pak files and copied them in again. It all works now. 
Any Good 'cutscene' Tutorial For Quake 1 Or Hexen II? 
Hello, I've been playing around with Worldcraft/JACK for a while now and I'd like make a small map pack for Hexen II, but I'd like to have an opening cutscene to setup the story and world. However, I can't figure it out.

So does anyone know of a tutorial which shows how to setup a cutscene in Quake 1 or Hexen II?

Any help would be appreciated, thank you. 
@summers 
There is a small map "visions of hatred" of Reign MacNeil, that has a "Capture Camera Kit".
It works a bit slow but it has a tut that will make you cutscenes. 
Thank You Madfox! 
This is just what I was looking for! Now I just have to get this to work in Hexen II... hmmm, well, time to carpe those diems! :D 
More About Cutscenes.., 
The same question came up a month ago in coding help.
There are some more answers and possibilties there.
hexen2 #2768 
Light Splotches 
So i am currently working on a map with lots of skylight, and i get this ugly bright splotches, due to bounce most propably:

https://imgur.com/a/MRQtG9c

I am using ericw-tools v0.18.1, phong, -bounce, a sunlight + sun2 for direct & indirect lighting.
My guess is this occures because the light stage stage creates pointlights for the bounce, is that about right?

How are you guys working around this? 
No Clues At All? 
 
 
The light process reports solid faces and lights created, seems consistent with your idea, though I don't know what exactly happens under the hood.
The docs are good, not much to recommend beyond that. Try extra4, try soft, try sunsamples. If that fails, try hiding it with ao (dirtmap).
Generally, if you avoid flat uniform colors it wouldn't be noticeable in the first place. 
 
Thanks for your answer chedap.
extra4, soft, sunsamples and dirt are already enabled on that screenshot.
Using that flat uniform coloured textures TO pronounce the lightmaps features is my intention all along, of course i could have guessed that that will pronounce any flaws as well.

I could try setting _bounce to "-1" as entity key to prevent light from bouncing off the nearby brushes, just found that feature, isn't in the documentation yet.

I will also try to play around with _anglescale, altough i dont fully understand what exactly what this keys effect is, yet. 
 
Is there a way to link two trigger_secret brushes so that if one is triggered, the other is removed, and they count as one secret? It's for a secret area that can be entered from more than one location. Obviously I can place the brush where the two paths link up but I'm curious. 
No 
Each trigger secret counts as a secret.

You can killtarget one trigger from another, so you should be able to have two trigger_once which point at a trigger_secret to activate it.

Which might actually work without killtargeting anything.

id1 progs is kinda rough though and I haven't used it in years so this might all be wrong :L

I'm working from a Copper base now, which allows lots of entity manipulation without having to hack the level. I have coded up similar entities in the past, but didn't want to do it again and Lunaran's are better made than the legacy stuff I was going to resuscitate yet again.

http://lunaran.com/copper/ 
Anyone Remember My PyramidGav Map? 
Like ijed says. One trigger_secret somewhere (set spawnflags 1 for make it not touchable) and two trigger_once in each area. The trigger_secret can killtarget both triggers, but be sure to set a slight delay on it to avoid trouble. 
Over-killtarget 
The trigger_secret removes itself after being triggered so there's no need to kill the other trigger_once. It'll be swinging at nothing if it ever goes off. 
True 
I was thinking about cases where each area gives an individual message which would then be printed by the trigger_onces instead of the trigger_secret itself. 
Thanks Guys. 
 
 
Also does anyone know what map has a "bloodfall" texture? I think I recall playing a map that had one but I can't remember what map. 
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