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
It's -alternateaxis 
All Quake textures are aligned to the nearest of the xy, yz, or xz planes. However, WC gets confused with 45� angles and sometimes aligns the tex along the wrong plane.

I'm not sure I've explained that correctly, but all you need is -alternateaxis to make stuff line up. 
 
WC gets confused with 45� angles

Oh gods, I remember that :/ IIRC though, it only happens on one plane - so if you have a pyramid whos sides slope at 45 degrees, two flanks will look right, two won't. Or something. 
In That Case... 
Cant you just simply rotate it 90 degrees? 
Thanks For The 
input. If I understand correctly, normally (except in the case RPG mentioned) these options should be used to get [45 degree] textures to align properly.

Then, why are these options there? In what case is the (new?) default texture axis handling better? Is there an editor where the default axis handling makes sense?

The "old" (or "alternate") axis handling is the same as in TxQBSP (which only has one variant) and also the same as in the original qbsp from iD.

Why are there repeated claims that this "old" axis handling is invalid for WorldCraft? It really doesn't make sense.

I've tested on several WorldCraft maps and they all get correct texture alignment only if I use the options above (with Tree/WQBSP). Using TxQBSP it's always right.

Another funny thing is when using YQBSP (Yahn Bernier's), there is yet another option "-alt45" which works completely opposite of the "-alternateaxis" option in WQBSP. I.e. running without this option seems to work great for WorldCraft maps. Confusing to say the least ...

It appears to me that I should consider removing the "-oldaxis" option from TreeQBSP and make it default instead. Would that be wise? 
Triggering Lots Of Monsters 
If I trigger 12-15 monsters and have them "wake up" at the same time, will this cause choking or any other sort of problems for the engine? 
Wake-up Call... 
afaik, from my own sp doodlings, if the number of monsters and the detail/r_speeds of the area in which they are encountered do not cause Quake to grind, scrape or choke then having them simultaneously alerted won't either. 
Hello 
Hi everyone, I'm back from a trip abroad & getting back into mapping. Apologies to those who have not received replies to emails. In answer to the general thrust of most of them(ie where the fuck are my maps?) I am pleased to say that the castle map I showed screenies of over a year ago is very nearly finished :)

However, I am getting compiling problems, in particular tyrlite is refusing to run with the message: "Texture Axis Perpendicular to Face".

To fix this I need to select all brush faces containing a certain texture & reset the coordinates (the error seems to be caused by screwy stretch numbers). My problem at present is that when using Shift-A with the texture selected rather than select all the [i]faces[/i] with that texture GTKRadiant selects all the [i]brushes[/i] where one or more faces have the texture therefore selecting many faces with textures other than the one I am interested in. This doesn't sound too serious but I have over 6000 brushes and a good percentage of them seem to have this particular texture on one or more faces. Does anyone know a way of just selecting all the faces (rather than brushes) in this way? Can Worldcraft or a different version of GTK do this (I'm using 1.2.11)? Thanks. 
Glassman 
W00t! Nice to hear from you, dude. I'm VERY glad you haven't dropped out completely, and I'm really looking forward to your map!

Because I don't know the exact details, I'm not sure that this will help. If you're using the same stretch numbers for all the surfaces, you could use find/replace in a text editor. Obviously, if you used a unique stretch value for each surface, this will be too much effort. But if you only used 5-10 numbers, then it will only take a few seconds to find/replace all the values.

Hopefully that made sense. 
Find/replace 
The problem face may look something like this:

...gnosis_full/rtnick2d_wet 0 0 0 1001.99999 1.000000 0 0 0

Whereas almost all the others will have a stretch of 1.000000 but with many different coordinates/angles eg.

...gnosis_full/rtnick2d_wet 0 -64 27 1.00000 1.000000 0 0 0

I use editpad as a text editor & I'm not sure how I could do this as a find/replace. Is it possible using wildcards?

I wouldn't mind turning every instance of that texture into:

...gnosis_full/rtnick2d_wet 0 0 0 1.00000 1.000000 0 0 0

but how do I select all the variations in the first place? 
Nice To Hear From You Glassman 
good luck sorting out the problems. 
Thanks UWF & RPG 
& I've sorted this one for now using MS Word no less. 
Yay! 
 
Yo Glassman 
glad to hear your back, good news indeed for Q1SP, its kinda died recently and we need a boost! :) 
Thread Jumping 
I figured out how to turn 4 meshes into that bow shape pretty fast, but working with patch meshes is bringing it's own problems. For one thing, it's not casting shadows. The other problem is that in game there is a crack on the inside edge between the bottom mesh and the inside mesh, even though they're perfectly flush in editor. In fact, the bottom mesh is a clone of the top mesh, which is perfectly flush in game. 
 
compile with -patchshadows 
... 
not really a mapping help, but how the hell do i get a mod song to work with quake maps? does it requier a to get it all into a pak file and some quakeC stuff? is this really posible?? aliens are horny bastads?? aaa!!? 
,,, , 
sorry for the typos. im in a euphoria state right now. cant keep calm! YAY! 
Bzzt 
Unfortunately, only a few Quake engines can play mod files. For those, I believe you add a key called "mod" to the worldspawn entity (that thing where the map name goes.)

Nehahra seems to have its .mods in a subfolder called sound\mods, or something like that. Basically, check the engine documentation.

Unfortunately, QuakeC just can't do it. Sorry. 
Um... 
keep in mind nehara's mod playing capabilities have limits. they don't support a lot of the cool new impulse tracker stuff. i think it's closest resembles scream tracker mods... but i'm not sure. i only experimented with it for a short while and got annoyed and gave up. 
Agh!! 
ah man. thats not good. i know nothing of coding or well, dont really wanna use a new engine or stuff. but anyway. thanks for the help. :)

me goes and cries happily ever after 
Gtkradiant Spawnflag Check Boxes 
I maybe missing something obvious but the GTKRadiant entity popup box doesn't seem to have the check boxes for !hard, !normal and !easy (or boxes for ctf/dm/TA etc for that matter). How do I get these to show?

If I can't am I correct in thinking that I add 256, 512 & 1024 to the spawnflags for !easy, !normal, !hard respectively & add those figures together for combinations. Is it the same numbers for all entities?

Thanks 
Yep. 
when i map for quake in there, i wrote down all the numbers for each combination of skill levels in a grid so i can easily just look without having to calculate anything.

although, that's probably not feasible if you're going to have more than just four flags (e,m,h,DM) because there'd be so many combinations... 
Glassman 
There's a version of GtkRadiant that supports Q1 (albeit badly). SmallPileofGibs also says that the entities.def has the skill setting checkboxes, so you may want to download it and rip the entities.def if nothing else.

http://spog.tshup.com/GtkRadiant-1.3.11-beta-q1-fixed.exe 
Glassman 
I believe vanilla gtkradiant doesn't support flags that go so high. What I did was calculate all the common combinations of the flags, and then list that in all the relevant sections in the .def file. You have to add those manually to the other flags though. 
Thanks Guys 
Necros..for this map that may well be the solution.

RPG..the entities.def (which btw ends up in your id1/scripts directory) does not work with vanilla gtkrad presumably because, as pushplay says, vanilla gtkrad does not support spawnflags higher than about 128.

However the new q1 version of gtkrad looks interesting. The skill settings work anyway :)

It creates maps in native q1 format so no more converting q2->q1 & the bsp options refer to hqbsp, hvis & hlight which I'm not familiar with. Textures I think go in id1/textures but I'm not sure if anything other than jpg & tga are supported at this stage. If anyone has any more info I'd be grateful. 
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.