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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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You can't really make a swinging gate using unmodified Quake; your best bet is to develop for a mod like progs_dump, Alkaline, or Arcane Dimensions.

progs_dump would be the most straightforward to use if you haven't done much Quake mapping before, and it does add a bunch of rotation-related entities as you can see in its manual (there's a "Rotation Entities" section near the end). As well as a bunch of other tools and helpful things you may want.

There's a progs_dump thread with a download link and some discussion over here: https://www.celephais.net/board/view_thread.php?id=62207

If you're going to develop for a mod like progs_dump, then in general you'll need to figure out how to configure TrenchBroom to target that mod, how to launch Quake to run your mod, etc. I think the progs_dump manual has some good info about how to set things up, also there's an (older) video about that here: https://youtu.be/_zM2j7RWz2w?si=hbzzUEn0I7UzdRk6

BTW I know on reddit some folks suggested you hit up the Quake Mapping Discord for live help, and that's a good idea for when you run into problems/questions. 
How To Set Default Values For Entities In TB? 
Every time setting "func_detail" to new brush(es) I need to add a key "_phong" and set a value "1".
Is there any way to set it as default and newly assigned func_detail brush obtain this key automatically?
Thank you. 
#21549 
You need to edit the .FGD file 
It Is Not Hard To Edit Text File 
(I`m using ad_1_8.fgd by Sock) but need to know what exactly to do. There is no entities with predefined keys in it(?) that should be an example. There`s any tutorial for editing/creating entities definitions file? 
#21551 
Ah, I thought you were using one of the basic FGDs so you were missing the key entirely. Looking at ad_1_8.fgd, it has the following definition for func_detail:

//_____DETAIL_____
@SolidClass base(FuncLighting) = func_detail : "...

meaning that func_detail should take all the keys and values that are defined in FuncLighting group/class, which is defined earlier in the file:

//_____baseclass for BModel lighting options_____
@baseclass = FuncLighting [ ...

and this group/class has the following key defined, among many others:

_phong(choices) : "Phong Shading" : : "1 enables...

So with that .FGD, any func_detail brush should have tons of keys defined in FuncLighting appear in the Entity window in TB.

Or the issue is that you actually see the "_phong" key but it's a hassle to manually select "1 / Enabled" for every func_detail brush?

Then try setting a default value like so in FGD (added 1 (or try "1"), between two colons which have nothing between them in original file):

_phong(choices) : "Phong Shading" : 1 : "1 enables...

But it probably won't work the way you want - if I remember correctly TB won't include the key/value pair of an entity in the .MAP file unless it was manually set, I think. So it seems like these default values are there just for information. 
@ Gila 
Thank you for such a detailed answer! Really, ad_1_8.fgd by Dan Ellis & Bal & other has more keys already available in entities options window unlike Sock`s ad_1_8.def, wich I use. Editing .fgd does not give me the expected result so I probably just will use .fgd instead of .def 
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