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
Texture Is Wonky? 
Hi guys.

Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared. 
Texture Is Wonky? 
Hi guys.

Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared. 
Bloodfury 
If it is angled on more than one axis, it might not be solvable in standard quake map format.

However, in Trenchbroom you should be able to solve it in "Valve Texture Mode" 
Texture Is Wonky? 
https://imgur.com/oaU4jd5 here is a pic to clarify. 
Texture Is Wonky? 
How do you do this in valve format? 
Texture Is Wonky? 
And how can one change the map format afterwards?
I tried to copy and paste the map to a new valve format map but the editor states an error.

Could not parse clipboard contents: At line 1, column 1: Expected '{', but got string (raw data: 'Texture') 
 
-convert <fmt>

Convert a .MAP to a different .MAP format. fmt can be: quake, quake2, valve, bp (brush primitives). Conversions to "quake" or "quake2" format may not be able to match the texture alignment in the source map, other conversions are lossless. The converted map is saved to <source map name>-<fmt>.map.


http://ericwa.github.io/ericw-tools/doc/qbsp.html 
 
Thank you! 
 
Pro-tips on lighting your maps when using delay and bounce is out of the question? 
 
use small, dim lights to fill in shadows cast by bright primary lights. This helps fake the natural bounce that light has. Check out my map sources, none of them use "bounce" and i don't think i use "delay" for anything (but i do use "wait" sometimes, not sure if that is off the table too.) 
 
also... lights on plane with a surface won't light that surface. So you can do this:

- With a recessed light fixture, place a light in the hollow cubby but co-planar with the larger wall surface. This fills the inside of the cubby but not the surrounding wall.

- Then place a dimmer light out in front of the wall a small amount, to give some light on the wall around the cubby.

- Or, if there is a perpendicular surface, like a floor, place a light on the floor plane, so that you can simulate light bouncing back up onto the wall. It won't light the floor.

- if a spotlight is shining down onto the floor, place a dim light just above the floor to create bounce light on the surrounding walls, this also softens the circular edge of the spotlight. 
 
Awesome, thanks! 
Trenchbroom Cannot Open E1m5quoth Map File 
https://www.quaddicted.com/reviews/e1m5quoth.html
https://imgur.com/a/AZgmFLL

Trying to take a gander underneath the hood, but I can't seem to in either Valve (first image), or Standard. Using the latest Trenchbroom. 
Anon 
Select Standard mode in the drop-down and it should open. Bal convinced Sleep and ericw to change the default behavior. A decision that has caused confusion for people who want to examine older maps. 
Bal Is The Worst 
But TB should really auto-detect the map format on load...

The map in question uses Valve 220 format by the looks of it. 
Line 10273 
Well, there's a syntax error in the map file which prevents it from loading in TB (though not in Netradiant). Open the map in a text editor like Notepad++ and delete the opening and closing brackets on line 10271 and 10272. Then the map will load fine.

( 64 1720 -64 ) ( 48 1720 -64 ) ( 48 1592 -64 ) CITY2_7 ...
}
{
}
{
( -832 -416 40 ) ( -832 -416 24 ) ( -320 -416 24 ) METAL5_2 ... 
 
Alright, thanks a bunch! Opened right up. 
Force Field 
Guys how do I make a force field? I cannot find anything on this. No tutorial or anything. Could you guys help me out? 
What Are You Hoping To Accomplish? 
Do you want an invisible barrier?

Do you want a particle forcefield like in Scourge/Quoth?

Do you want a solid "energy" surface covering the whole door frame?

Do you want bars of "energy" in the middle of the door frame?

Do you want it to just block movement?

Should it hurt or instakill the player instead? 
Force Field 
I want to accomplish an invisible force field or maybe with particles. I want to point a monster to it, and once he's death, the force field should go down. 
5 posts not shown on this page because they were spam
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.