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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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... 
Someone could do a cheatsheet image (or webpage) showcasing a multitude of settings and setting combinations from aguiRre's Light.exe.

AguirRe?

And don't forget to take the screenies in software AND GL, because especially minlight using areas look vastly better in software (as do torches, candles etc). This goes as far as walls appearing to be a different color.

:-P 
Ahah 
But all that depends on which monitor you'll be looking at the pictures on, and what it's settings are. 
Sheer Laziness 
1) I have a complex door (in terms of brushwork) and I want to duplicate it as a set of brushes. How can I change an entity into brushwork?

2) I have a map that is on the limits (marksurfaces, clipnodes etc) and one of my complex doors does not appear in-game. Common problem? 
Mike 
call the .map file up into a text file:

{
"spawnflags" "2048"
"classname" "func_door"
"targetname" "t34"
"angle" "-2"
"wait" "-1"
"speed" "50"
"sounds" "4"
"message" "These bars are opened elsewhere..."
{
( -304 904 -192 ) ( -304 880 -192 ) ( -304 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -272 904 -192 ) ( -304 904 -192 ) ( -304 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -272 880 -192 ) ( -272 904 -192 ) ( -272 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -304 888 -192 ) ( -272 888 -192 ) ( -272 888 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -304 880 -128 ) ( -304 904 -128 ) ( -272 904 -128 ) MET5_1 0 0 0 1.000000 1.000000
( -272 904 -256 ) ( -304 904 -256 ) ( -304 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
}
{
( -368 904 -192 ) ( -368 880 -192 ) ( -368 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -336 904 -192 ) ( -368 904 -192 ) ( -368 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -336 880 -192 ) ( -336 904 -192 ) ( -336 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -376 888 -192 ) ( -344 888 -192 ) ( -344 888 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -368 880 -128 ) ( -368 904 -128 ) ( -336 904 -128 ) MET5_1 0 0 0 1.000000 1.000000
( -336 904 -256 ) ( -368 904 -256 ) ( -368 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
}
}

eliminate this part first:

{
"spawnflags" "2048"
"classname" "func_door"
"targetname" "t34"
"angle" "-2"
"wait" "-1"
"speed" "50"
"sounds" "4"
"message" "These bars are opened elsewhere..."

go to the bottom of the entity and eliminate the last curvy bracket:
....
( -336 904 -256 ) ( -368 904 -256 ) ( -368 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
}
}

so it looks like this:

{
( -304 904 -192 ) ( -304 880 -192 ) ( -304 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -272 904 -192 ) ( -304 904 -192 ) ( -304 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -272 880 -192 ) ( -272 904 -192 ) ( -272 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -304 888 -192 ) ( -272 888 -192 ) ( -272 888 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -304 880 -128 ) ( -304 904 -128 ) ( -272 904 -128 ) MET5_1 0 0 0 1.000000 1.000000
( -272 904 -256 ) ( -304 904 -256 ) ( -304 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
}
{
( -368 904 -192 ) ( -368 880 -192 ) ( -368 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -336 904 -192 ) ( -368 904 -192 ) ( -368 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -336 880 -192 ) ( -336 904 -192 ) ( -336 904 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -376 888 -192 ) ( -344 888 -192 ) ( -344 888 -256 ) MET5_1 0 0 0 1.000000 1.000000
( -368 880 -128 ) ( -368 904 -128 ) ( -336 904 -128 ) MET5_1 0 0 0 1.000000 1.000000
( -336 904 -256 ) ( -368 904 -256 ) ( -368 880 -256 ) MET5_1 0 0 0 1.000000 1.000000
 
1) Move the door entity somewhere, copy its brushes, and move it back in position. :P

2) Is any part of it visblocked? Or wrong spawnflags/fields? 
Good One, Neg! 
I'm curious how Worldcraft and BSP handle it. If you take a brush (or brushes) in Radiant and eliminate the entity portion, you create an object not recognized as either a brush or entity, and the .map file will do crazy things, like what happened to me years ago, it created each single brush as a world_spawn entity. So, that is one thing I recommend editing by hand in a text file, or like Neg!ke said, recreate the brushes manually in the editor. 
And I Do Mean 
it created each single brush as a world_spawn entity.

each single brush as a separate world_spawn entity, thousands of them. 
Nope 
negke: I tried Clone Brushes and got an exact clone. I tried Copy Brushes and got an exact copy. (Where's your ! gone?)

HeadThump: Seems as though that should work, but... What I end up with is nothing where the door was but I do get a brush created on the 0,0,0 point that shows as a door but with messed up settings. Is there a some kind of CRC going on? 
Is The Map Vised? 
If its a real complex door it could be efrags. As in the efrags limit? That would cause the ent. to dissappear. But its probably not that cause in Tomaz/Fitz engines it would tell you....

If the map aint vised it could be packet overflow. This would cause it to dissappear.

Again, too obvious....

As for copying the door into world brushes:

Use Worldcraft, copy the door, paste a duplicate and then click "to world"....

Never used BSP editor, sorry :P 
You Know, You Could... 
compile the door brushes as a separate bsp object, then call it through the model field of your door entities in the main map. Of course then the lighting would be the same on each one... 
Uh 
Maybe I misunderstood what the problem is? I imagined all editors to be capable to copying only the brushes of an entity or at least remove the model function from them. (Mike: the ! was deleeted) 
 
That would be my thinking as well. Can't you just select the door and move it back to the worldspawn somehow via the editor? 
While 
converting the zdoomgl models to Quake there's one thing I couldn't overcome. For some strange reason all models are converted left-handed(?!)

Now I have to change the origin of the laser.mdl I'm confronted with this

org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';

How do I rearange these para's into the opposite shoot direction? 
Declaration Of V_rights 
Ok, here's the explanation bit. Somewhere before that line in the code, there should be a line which reads something like

makevectors(self.angles);

This is a builtin QC function, which does the following:
* Read in self.angles(or whatever angle you give it)
* Find a vector which points in the direction of that angle, normalize it, and store it in the QC global vector called v_forward.
* Then imagine that you are facing in the direction of v_forward, and tilt the screen by the number of degrees in the third component of the angle.
* Now draw a vector going horizontally across the screen. Normalize it and store it in v_right.
* Finally find a vector going vertically up the screen, normalize it and store it in v_up

You can then use these three vectors in your calculations. One way to think about it is that they let you position things relative to an entity. If you want a position which is 10 units in front, 15 units to the right and 8 units up relative to the entity, you'd run makevectors, then use:

self.origin + 10 * v_forward + 15 * v_right + 8 * v_up

So that's great if you want to go right, but how do you go left? Well, there is no v_left because the following would always be true:
v_left = -1 * v_right
So to put the laser on the left hand side instead, just change the sign of the v_right component:

org = self.origin + v_forward * 30 + v_right * -8.5 + '0 0 16';
 
Yaeh!!! 
Thanks Preach, that worked.

I was already doing with the v_left factor and then I had an error on the - sign. They're going great now!

thanks again, not only the right line, but also why. (my poor maths)

http://members.home.nl/gimli/quakes.jpg
http://members.home.nl/gimli/kuakes.jpg

lol 
Worldcraft Annoyances 
Hey all!

Anyways, I got back into mapping and modding for Quake again. I'm still using WorldCraft, but there is a very critical issue with it that is really annoying me.

I use WorldCraft 3.33, along with WC3 Quake Adaptor patch.

The main problem is that in Texture Application mode (invoked by pressing Shift + A), I can�t seem to be able to pick any faces in the 3D view port. No matter how many times I click on a face, I cannot select it. Even holding down Shift to select multiple faces doesn�t work.

This is annoying me because it worked before, but now it doesn�t, and I'm thinking that the WC3 Quake Adaptor might have something todo with it.

I would not really like to have to switch to GTK or some other editor over such a idiosyncratic issue.

I posted this on Inside 3D as well, so any advice or help is appreciated. 
Graphics Card Issue 
I think. I use hammer 3.4 which has it fixed (yep, works with the adapter).

I think if there's an option for 3d window configuration for 'Hardware Acceleration' then turn that off.

The adapter's not to blame - the difference between WC1.6a and Hammer 3.4 is a different set of bugs. 
Still Fails... 
Just tried the whole thing again with hammer 3.4

I still cant select brush faces in the 3D viewport. Is it perhaps that there is an option tunred off by default somewhere? 
 
Do you have anti-aliasing enabled? I know that screws editors up sometimes when it comes to selection. 
Is It ATI?!?!?!? 
In view of Willem said you should be able to check the global settings of your display drivers, i.e. via Nvidia Control Panel, or Catalyst Control Thingy... Is Anti Aliasing enabled all the time, or does it say something like "let application decide" or even "off" 
No AA 
No, i dotn have AA on, and on my Catalyst drivers, it says "let applications decide".

I wonder what it could be... 
No Decals Either 
I should probably mention that I cant place any decals either in the 3D viewport. 
Quake 
Doesn't support decals . . . 
 
Yeah, I remember now. But regardless of the decals, I still cant pick individual brush faces in the 3D viewport. I'll give Hammer 3.4 a go and see how it goess. 
No Luck In 3.4 :( 
Hammer 3.4 has the same issue as WC 3.3. I still cant select individual bursh faces in the 3D viewport. :( 
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