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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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The entities take the light value from the "ground", which is the worldspawn (level's static geometry). Stuff like trains, doors, buttons (func_#### and similar brush models) aren't considered "ground" because they aren't worldspawn.

This video should help:

https://www.youtube.com/watch?v=u8-mw79NGDU 
Changing Gravity During The Level 
Is it possible to cahnge the value of gravity during the level? e.i. I'd like to have low gravity in one room.

I also forgot, how to put dead bodies on the map. I remember killing monsters somehow, but can't quite remember the optimal way. 
 
hypnotic and some other mods have triggers that set gravity on the player so you can place those triggers at all the doorways where gravity needs to change. (should be pairs of triggers so that it gets reset if you go back out.) Entities that spawn inside the room need their starting gravity set explicitly using “gravity” field on each entity. 
 
I wanted to slow down the fall of the player. My initial thought was to make an invisible moving platform, but it worked awful and broke my level. Then I tried trigger_push (pointed down), and it did the trick beautifully. 
Can`t Share The Map 
Hello everyone, I have a problem sharing my map. I transfer the .bsp and .map files to the game folder, where Ironvale already has the map, but when I try to run the map, neither Ironwail nor the console can find the map, it simply does not see it. I have the game in GOG 
 
the bsp should be in a maps folder underneath the id1 folder. if the “maps” folder doesn't exist there you can create it.

map file not needed, game just uses the bsp 
 
the bsp should be in a maps folder underneath the id1 folder. if the “maps” folder doesn't exist there you can create it.

map file not needed, game just uses the bsp 
 
Its work, thanks 
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