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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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Thank you RickyT23 and thank you Grahf both for helping me. I guess I just assumed that radiant would have been able to read directly from the pk3 file, I didn't know I was going to have to have the .wad file. I see now that mapping for Quake 1 is VERY different than mapping for quake 3 arena. >.<

As for darkplaces, I mean that I was trying to make a Quake 1 map that could be used with the darkplaces engine.

I will try what you all suggested and go from there, thanks again and Merry Christmas all! 
Let Me Explain Things A Little Further 
GTKRadiant 1.4 has a variety of game packs for Q3-engined games, but none for Q1. In the guide I linked to in my previous post, what you are basically doing is building a Q1 game pack from scratch and script files to trick the editor. The single most important change is in the .game file, "default_scale=1" instead of .5 as is used in Q3. You still don't get .wad loading, so you export that to jpg/tga and load those instead. Then after making a map, you run the .map through a map converter to get it into Q1 .map format so that your compile tools can read it. It's all kind of a hack, and adds several extra steps to the mapping process, but it does work.

Radiant absolutely can read and load .pk3's from the base game directory, assuming the directory structure is laid out like Q3's. This is how Radiant loads external textures and models, after all.

GTKRadiant 1.5 changed all this by using a totally different (xml-based) file format for the scripts, game packs, map format, etc. There is a Quake 1 game pack, which allows for .wad loading, but I think how it works is that if you are in this mode, it will not load jpg/tga textures. Also, GTKRadiant 1.5 is just a crappier editor generally, that messed up the clipping modes, vertex editing, and brush manipulation compared to the glorious perfection of version 1.4. Gee, I'm not biased at all, am I.

If all this sounds horribly roundabout and complicated (and it kinda is), there is a simpler way. A Q1-specific version of Radiant, developed by Sikkpin, that is based on the original opensourced QE4 editor that id used to make Quake 2. So basically you get all the goodness of oldschool Radiant style, with native Q1 .wad loading support and none of the added cruft like curve patches that is useless for Q1 editing.

Link should be somewhere in this thread:
http://www.celephais.net/board/view_thread.php?id=60225

Something else you might look into is guides on Nexuiz mapping, which uses the Darkplaces engine. Nexuiz mappers use a fork of Radiant called "NetRadiant," and I don't really know how it's different because I've never used it. However I do know Nezuiz maps usually have externally loaded jpg/tga textures, so you could probably find some info in that community on how to make sure they show up in a map, which directory to put them in, etc. 
 
Gee, I'm not biased at all, am I.
you may be biased, but you aren't alone.

the 1.5 interface is overall slower and clunkier requiring more keypresses to achieve the same goal as in 1.4.

i believe the intent behind the 1.5 changes was to make it more like a professional 3d package. ironically, i felt the changes moved it farther away (i use 3ds max). 
 
Grahf,

Thank you for the link and information. It was very insightful. I hope to get radiant setup soon.


Radiant 1.5 really sucks in my opinion, they keep messing up all of the features and usefulness, now it is more complicated to get things done, and I'm going to uninstall it and just use an older version.

Thanks guys. 
Willem 
Any idea what magic do I have to do to get UnrealED (for UT3) to properly take advantage of 4 cores on my new i5 750 rig? For some reason, it only ever seems to use just 1 (even when doing a level build) and I am absolutely sure I read that UnrealED does scale well with multiple cores. 
 
It scales to multiple cores during lighting rebuilds via Lightmass but UT3 doesn't support that. UDK would though... 
Hammer 3.4 And ATI Fixed? Maybe 
Have an ATI Radeon HD 2400 Series. So have the no select in 3D window bug with Hammer 3.4.
Just gave the new ATI driver a try. ATI Catalyst 9.12 Driver XP x64. Seems to be working. 
Refreshing Mapping Skills... 
Wow, I never thought the quake mapping community was still kicking. I've decided to finish my old quake1 DM level which has been sitting on my HD since early 2003. It's a great and pleasant surprise to see there are still enthusiasts to share mapping experiance with :D

Anyway, as I'm trying to relearn everything I've stumbled across an issue. I cannot get the teleporter to work. Everything seems to be correct but I get this error message when loading the level.

Object error in info_teleport_destination:
No targetname

In the map file I have:

Target_teleporter
Target tele1

and

Info_teleport_destination
Targetname tele1

I use GTK radiant 1.2.x something and Sleepwalkers mapconv tool.

Any ideas?

And a happy new year to all of you :D 
I Think Its 
"classname" "trigger_teleport"
"target" "XXXXX" 
Also... 
Make sure it's all lowercase 
Got It... 
Human error this time :P
Thanks for the replys.

And while I'm at it I might just throw you another question :) I want to make a lift that travels up only when a button is pressed. I get everything to work, but the lift starts behaving differently when connecting the func_button to the func_plat obj. Without the button connected the lift starts in "down" mode and raises when a player walks over it. However, when the button is connected the lift starts in the "up" mode. Then goes down when I trigger the button. AND after that it starts behaving as if it wasnt connected to the button. wtf?!

Any help here would be appreciated. I know it's possible to do this :) For example it works in the "Pinion1" map.

Thanks again guys. 
Ziffon 
you have to use func_door instead, not a func_plat 
Yeah 
You have to have a door which travels "up", cant remember the exact map file key/value of the top of my head.

You can have it travel a negatve or positive value "up" to 256 or 512 units. And theres a spawnflag for "toggle" (1 press, door opens, another press it will close). An you can link as many buttons or triggers to it as you like :D 
*theres A Maximum Value 
its either 256 or 512 - thats what I meant 
Huh? 
A door can move as far as you want - there is no maximum value. The distance is determined by its "lip" value. 
Fixed! 
thx for the quick response mate.

Sorry for spamming the board but any ideas on why I cant get the quad to spawn in? I use the "item_artifact_super_damage".

Also, while I'm at it.. the map is pretty much ready for some testing. Back in the days it was pretty easy to get some help with that, but how do you suggest I go about it today. Can I use this board somehow?

Cheers 
Yeah 
to quad to appear, item_artifact_super_damage must be placed. w/o any SF

btw, is it your maps safe1 and safe2? 
 
The item ist most likely too close to a wall or the ceiling (has to be 60 units) and thus falls out of the level. Load the map in developer mode ("developer 1" in the console) and you'll see a warning message if that's the case.

If you're looking for beta testers, post a note in the Screenshots & Betas thread. 
 
Spy: what do you mean with w/o SF?

Yes, I made safe1 and 2 and 3 is pretty much done now as well :P

Oh, developer mode :) Didn't know about that one. Going to try it out now. 
Developer Mode Rocks :D 
Thx, that really helped! Found a DM spawn point outside the level which for some reason caused the quad to not spawn.. odd.. but it works now :D 
Beta Ready 
well, beta is ready now :) Thanks for all the quick responses. I'll make a post on the beta board later. 
Code Question 
So say you had a bunch of quad damages in the room. Currently, they will all rotate exactly the same direction and start at the same angle so they are all perfectly in sync.

Is there a way in QuakeC to start them at random angles or change the rotation speed or do anything, really, to break it up and make it look more natural? 
Randomiser 
I'd add

self.angles_y = random() * 360;

to the spawn function. This would randomise the angle they face initially, which should make them look better differentiated.

You could also set .movetype to MOVETYPE_NOCLIP and then give them an angular velocity:

self.movetype = MOVETYPE_NOCLIP;
self.avelocity_y = 10 - 20 * random();

I wouldn't recommend this though, because it entirely eliminates the benefit of the client-side rotation built into the model. You'll have constant network updates of the rotation, which seems a bit excessive for the feature. So I'd vote for option 1, but that's how either could be achieved . 
 
"self.angles_y = random() * 360; "

Well, I tried that but no luck. I also tried putting that into a one shot think function that executed a second after spawning but that didn't work either. I'm currently thinking that the model is being rotated in the cached model itself and then every time it renders, they all pull from that same value or something? 
 
I should note that I've created a new item using the quad damage model so it's not the ACTUAL quad damage that I'm dealing with here. If that matters... 
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