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Planky
April 16th, 2002, 04:30 PM
I have started to teach myself how to make maps for Quake2 using QuArK. I was wondering on the off chance that anyone here knows how to make doors and such?



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http://gamix.org/planky/Planky.gif

Aliotroph?
April 16th, 2002, 04:57 PM
I've never mapped for Q2 or used Quark, but I've mapped for Half-Life, which is supposed to be similar. To make a door I had to bring up a dialog with the properties of the brush that was to be the door (this is sometimes a group of them) and change it's type to a door. Then it had a bunch of properties for effects, sounds and motion. Don't know if that helps much. http://forums.newdoom.com/UBB/smile.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Planky
April 16th, 2002, 05:36 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Don't know if that helps much. http://forums.newdoom.com/UBB/smile.gif</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

It does actually http://forums.newdoom.com/UBB/smilies/cwm12.gif I just experiment and see what I can find out

thnx alio

Aliotroph?
April 16th, 2002, 06:24 PM
Instead of line types those games work on brush types. You have to be careful because they can play with the VIS process and the lighting though. You also need space for a door to move I think. BTW: the engine doesn't see a door as a solid wall. It can see through the door. This drives up poly-counts and if not considered can sometimes slow down the game.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Kaiser
April 16th, 2002, 08:03 PM
I really recomend Qeradiant...imo its more easier to use.

Doom_Dude
April 16th, 2002, 08:30 PM
I never used Quark but have always used either Worldcraft (Half-Life) or Qoole (Quake II & Hexen II).

You can group different parts together to make a door. (Example: rusted gate)

You have to make your door brush a func_door by applying the appropriate entity.

If your making a rotating door you need to group together the door brush and a brush using the origin texture and apply the func_rotating entity.

Ugh that's all I can remember for now. http://forums.newdoom.com/UBB/wink.gif

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">You also need space for a door to move I think.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

I'm not sure what you mean by that but a door brush will move through any solid brush in it's way.
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All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 16th, 2002, 10:54 PM
Oh, didn't remember that last bit. Kewl.

I think that origin texture thing is retarded. It's just too weird. So is the bit about sky brushes.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 17th, 2002, 08:13 AM
LOL. I made a rusty gate for hexen II last night and found out you could crouch jump through the lower holes in the gate. http://forums.newdoom.com/UBB/tongue.gif

The origin texture thinghy is weird.

I hate having to put 50 lights in a large open area just to get the lighting looking half decent in my Hexen II map. Tis stupid.

------------------
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The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 17th, 2002, 08:54 AM
LOL Oh yeah, HeXen II doesn't have light_environment entities! How could any engine not have those??? That's why that game always looks weird outside. The guys who made it also had a habit of lighting halls with no torches in them. It looked stupid too.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Big_al
April 17th, 2002, 09:32 AM
I used to do my Quake2 editing in Quark.
Liked it better than Worldcraft.
Its been a while but I think there are good tutorials & prefabs on the Quark page.

Doom_Dude
April 17th, 2002, 11:17 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">LOL Oh yeah, HeXen II doesn't have light_environment entities! How could any engine not have those??? That's why that game always looks weird outside. The guys who made it also had a habit of lighting halls with no torches in them. It looked stupid too.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

LOL. Well Quake didn't have light_environment either, did it?

I'm putting torches everywheres and making skylights n junk. I wish I could use the Blade Of Darkness lighting in Hexen II. That would just rule. You know what's weird. The Hexen II torches you pick up and ignite give off better lighting effects that those point lights.

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The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 17th, 2002, 11:32 AM
That's stupid. Lots of people still make Half-Life maps and use point lights for all their custom textures. They haven't figured out that all you have to do is edit the lights.rad file. There are even programs to do it for you.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Big_al
April 17th, 2002, 01:05 PM
Didn't Quake have a default light level setting or am I dreaming?

Doom_Dude
April 17th, 2002, 04:07 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Didn't Quake have a default light level setting or am I dreaming?</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Not sure but I think the default is pitch black. LOL

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">That's stupid. Lots of people still make Half-Life maps and use point lights for all their custom textures. They haven't figured out that all you have to do is edit the lights.rad file. There are even programs to do it for you.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Well at least Half-Life has the options of using point lighting, texture lighting, spot lights, and environment lights and other cool effects.

Ummmm, I was going to say something else bit I'm talking to Cute! YaY! http://forums.newdoom.com/UBB/smilies/cwm35.gif

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The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Planky
April 17th, 2002, 08:01 PM
Thanks for the help guys!

I was planning on checking out a few of the other editors that are out there, But once I had downloaded quark, it seemed easy enough to learn so I didnt bother downloading the other editors

Heres my very first (albeit not completed) level (http://gamix.org/planky/towerofdrakoon.zip). Its a basic DM level with next to no lights, mis-aligned textures (in otherwords, just like D_D's levels http://forums.newdoom.com/UBB/smilies/cwm35.gif ), no weapons (except a stray super-shotgun) and a tower in the middle, with no possible way to get up there. What do you think for a first try at map editing?

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Not sure but I think the default is pitch black. LOL</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

It is, just check out my first level and see. If you dont run the map through arghrad.exe, the level comes out bright, instead of pitch black

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http://gamix.org/planky/Planky.gif

Big_al
April 18th, 2002, 01:22 AM
I pretty sure that later versions of arghrad.exe had an ambient light settting.
Although it might have been for Quake2, I can't remember.

Doom_Dude
April 18th, 2002, 05:37 AM
What do you mean just like my levels you rotten plank? http://forums.newdoom.com/UBB/tongue.gif I also can't tell because the link is soo slow it coughed and I wasn't able to get your crappy map. http://forums.newdoom.com/UBB/rolleyes.gif http://forums.newdoom.com/UBB/biggrin.gif



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The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 18th, 2002, 12:37 PM
I don't have Quake II. http://forums.newdoom.com/UBB/smilies/cwm10.gif

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 18th, 2002, 12:39 PM
Why not? Haven't you ever played Quake II? I used to like deathmatching in Quake II. http://forums.newdoom.com/UBB/biggrin.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 18th, 2002, 12:43 PM
I've only played the Shareware and I can't find that game anywhere.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 18th, 2002, 12:50 PM
Well get the danged thing.

I gotta go get food before I pass out. http://forums.newdoom.com/UBB/biggrin.gif

------------------
http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 18th, 2002, 01:27 PM
Have to go meet Cute soon. http://forums.newdoom.com/UBB/biggrin.gif

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Planky
April 18th, 2002, 04:04 PM
I wish my cute was here, but she had to go and move to the other end of the country http://forums.newdoom.com/UBB/smilies/cwm36.gif .

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">I also can't tell because the link is soo slow it coughed and I wasn't able to get your crappy map.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

You can blame zack's server for that

Hey! who you calling a crappy mapper! Its not my fault you can't map let alone draw a line in paintbrush http://forums.newdoom.com/UBB/smilies/cwm32.gif

lol



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http://gamix.org/planky/Planky.gif

Ninja
April 18th, 2002, 04:45 PM
WTF IS A CUTE!!!??? Cute is an adjective to describe something! Your using it like a noun!

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NINJA'S WADS (http://www.geocities.com/bagel6662000/Ninja.html)

Doom_Dude
April 18th, 2002, 05:57 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Hey! who you calling a crappy mapper! Its not my fault you can't map let alone draw a line in paintbrush.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Hey I didn't say your a crappy mapper. I was just going by what your discription said, which made it sound crappy. Actually it's probably really kewl and stuff. http://forums.newdoom.com/UBB/wink.gif

Cute is Good! I was just talking to my Cute friend on IM but her computer is going all buggy. Dontcha know what Cute is Ninja? Ya gotta know a Cute! http://forums.newdoom.com/UBB/biggrin.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Planky
April 19th, 2002, 04:12 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Actually it's probably really kewl and stuff.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Not really http://forums.newdoom.com/UBB/biggrin.gif

Ah that was a good laugh...

I needed that, thnx d_d

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http://gamix.org/planky/Planky.gif

Aliotroph?
April 19th, 2002, 08:15 AM
Damnit, I need Quake II.

LOL@Ninja & Cutes! I say my Cute yesterday. She was buying clothes for spring/summer. It was all good. http://forums.newdoom.com/UBB/smilies/cwm38.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 19th, 2002, 09:47 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Not really

Ah that was a good laugh...

I needed that, thnx d_d.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>


UgH! It was as bad as I feared! http://forums.newdoom.com/UBB/wink.gif

It's TOO DARK!

Not bad for a first jobby. :-}


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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Planky
April 19th, 2002, 09:43 PM
Yeah, its to dark, I didnt add lights, because it takes to long to compile on my Pentium 166 otherwise http://forums.newdoom.com/UBB/biggrin.gif

Aliotroph?
April 19th, 2002, 10:40 PM
Yeah, I've heard stories of big Half-Life maps taking a week or two to compile. I'd never do that kind of map unless I had a really nice computer (which I do). http://forums.newdoom.com/UBB/biggrin.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 20th, 2002, 07:48 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Yeah, its to dark, I didnt add lights, because it takes to long to compile on my Pentium 166 otherwise.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>


Ummmmm I had a P166 when I started to map Half-Life and the longest it took to compile a good sized map with lots of lighting is an hour. Usually it did the job within 10 minutes but then again that was with it doing a fast compile.

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Yeah, I've heard stories of big Half-Life maps taking a week or two to compile. I'd never do that kind of map unless I had a really nice computer (which I do).</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

I've heard stories like that about compiling Quake maps back when the game came out.


OOOOHHH and anouther thing!! I found that making sure that all wall brushes just touch each outher on thier outer edges / sides and DON'T enter one anouther reduced my compiling time greatly. Also Every brush you make that is a detail brush can be made a func_wall. Every brush that touches anouther brush causes the brushes to be split up into many pieces and makes compiling a lot longer to do. Func_wall brushes have one prob...they cast no shadows so here is what I do. If I have a huge pipe that is supposed to touch a wall.....make the pipe not touch the wall by one unit.......or if that is noticeable then make the pipe short by 16 units from wall and then put in a little piece that is 16 and make that a func_wall. Anything like light fixtures can be made func_walls and any big machinery / pillars....just make them one unit above the floor / ceiling. Also a brush that touches the void cannot be a func_wall (I think you'll get a leak). Theres anouther entity that you can use for this too.....func_illusionary I believe but that might only be in Half-Life. Every little bit helps to keep you compiling time down and I also think (not sure) that this will also help keep the poly counts down. I also read a long time ago that this dude discovered that making every wall brush as thick as possible, reduced compiling time immensely. I have no clue if this is true or not and I just make my walls mostly 16 units thick or 32. Anyhow have fun. http://forums.newdoom.com/UBB/wink.gif

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The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 20th, 2002, 12:15 PM
Yeah, I knew about all that stuff. I've found even really big rooms with lots of lights will be really slow though. For example I built a big room with a submarine pen. When the room was nothing but a big box with a tank of water, I tried to add big wall light fixtures (like in my Facility map for Duke3D). It didn't work cause every time the lights tiled they were considered a new light. The room had like 200 lights in it and that just wouldn't work.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 20th, 2002, 12:20 PM
Holy crap that sounds like a massive room and a lot of freakin lights. LOL.

The hard thing I find in 3D editing, is making good looking outside areas (even the small ones). I think I'm just starting to get them looking pretty good now that i've practiced a lot.

Just started to make a new temple map for Hexen II. Blade of Darkness is a big influence right now and this map is looking really kewl. http://forums.newdoom.com/UBB/biggrin.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 20th, 2002, 12:22 PM
Ah, outside places. Time for that triangle method. http://forums.newdoom.com/UBB/biggrin.gif I should go buy HeXen II and you can send me some maps.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 21st, 2002, 09:54 AM
The triangle method works well on the floors but the method they say to use on the walls makes all kinds of errors so I ended up doing my own thing, which works pretty good.

I also refrained from using the triangle method on floors in smallish outside areas and just let er be flat with a few rocks and plants thrown in.

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 21st, 2002, 10:05 AM
Throw in some random sky brushes on the floor. That way you can duplicate some classic gl holes. http://forums.newdoom.com/UBB/biggrin.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 22nd, 2002, 06:04 AM
LOL. I think I'll pass on that suggestion. http://forums.newdoom.com/UBB/tongue.gif

For the first time in a long time I had my level develop a leak. This little tiny crack at the joining of 3 brushes up near the ceiling amongst my rocks was hard to find. :-/

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 22nd, 2002, 11:10 AM
You could always put a big box around your level and drive the compile times through the roof, not to mention the fps. http://forums.newdoom.com/UBB/tongue.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 25th, 2002, 12:03 PM
LMAO! That's awfull advice is that. http://forums.newdoom.com/UBB/tongue.gif

Have you ever done that?

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

All that glitters is not gold.
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 25th, 2002, 09:31 PM
No. I just thought maybe it would be novel if you did.

I just played Ninja's maps today and part of his first map looked like the outside part of Doomcatraz. He didn't copy it, but it felt familiar (same Imp trick).

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
April 27th, 2002, 01:44 PM
LOL@Imp Trick. Nothing new is that. http://forums.newdoom.com/UBB/tongue.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

DarkWolf
April 27th, 2002, 02:17 PM
About the default light level, try adding a light entry in your worldspawn entity. This works with most id engines. It changes the brighness of the shadows.

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-DarkWolf
Scientia et mors
446F 6F6D

Aliotroph?
April 28th, 2002, 10:03 AM
Weird. I don't think the Quake II engine does a proper job of shadows. The reflectivity of the surfaces should be taking into account. Given the number of light fixtures in id's levels there should be adequate light in all areas. They used a lot of point lights though, which I find detracts from the realism (because they lit whole tunnels without fixtures anywhere. They also lit up things that didn't need to be lit.

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"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
April 28th, 2002, 10:40 AM
By the way, Quake 2 doesn't have light_environment, however the sky texture does give off light.

------------------
-DarkWolf
Scientia et mors
446F 6F6D

Planky
April 28th, 2002, 05:07 PM
Ummm, actually the sky texture doesnt give off light at all




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http://gamix.org/planky/Planky.gif

Aliotroph?
April 28th, 2002, 05:32 PM
So how do they light the outside areas? It always has an ambient orange glow and specific things are lit by point lights.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
April 28th, 2002, 05:43 PM
Then did you put a light at the top of your level? Even if the sky doesn't give off anything, certain textures do.

------------------
-DarkWolf
Scientia et mors
446F 6F6D

Doom_Dude
April 29th, 2002, 07:03 AM
I'm confused but my mind is scrambled today. http://forums.newdoom.com/UBB/wink.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
April 29th, 2002, 08:04 AM
I was talking about Id's levels. I don't quite know how they work.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
May 1st, 2002, 09:38 AM
I found my long lost quake map I had started a year ago. http://forums.newdoom.com/UBB/smile.gif

------------------
http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
May 1st, 2002, 06:00 PM
Heh, I'd like to see a Quake map by you. 'Twould be interesting methinks.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
May 2nd, 2002, 05:48 AM
Thanx! I will endeavor to finish my Quake map sometime. First I finish Vilecore2.0 http://forums.newdoom.com/UBB/smilies/cwm4.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
May 3rd, 2002, 06:13 PM
Sounds good to me.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
May 4th, 2002, 06:12 AM
Yup it sounds good to me as well. I jumped into map7 Demonic Outpost and changed the first building...made 2 balconys and vamped the textures. Also put a low rock wall along the nukage area which I turned to lava. http://forums.newdoom.com/UBB/wink.gif

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People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

DarkWolf
May 4th, 2002, 08:22 AM
I would like to see a Quake, or similar engine map made by Doom_Dude as well.

Aliotroph?, I remember you saying something about Doom levels you made, can you e-mail those to me if you still have them?

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-DarkWolf
Scientia et mors
446F 6F6D

Doom_Dude
May 4th, 2002, 11:49 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">I would like to see a Quake, or similar engine map made by Doom_Dude as well.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Sometime soon I will finish the one I started. It's a SP map consisting of 2 rooms and a hallway. I have a lot of work to do on that one before it gets released. It sure would be nice to finally finish just one non-doom engined map. http://forums.newdoom.com/UBB/smilies/cwm35.gif

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The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
May 4th, 2002, 10:31 PM
Yeah, I can send it to you but not until I'm at my dad's house again (maybe tomorrow). I have to find the zip file again.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Planky
May 5th, 2002, 07:09 PM
I just found out that any texture can give off light. All you do is set a light flag on a face, and give it a value (say 500). Now the texture gives of light. Im guessing thats how id made their outside areas light


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http://gamix.org/planky/Planky.gif
Who is General Failure and why is he reading my hard disk?

Aliotroph?
May 6th, 2002, 11:15 AM
How about the colour? Half-Life had that lights.rad file that determined which textures gave off what intensity and what colour. How does the colour work here?

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"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
May 7th, 2002, 12:05 PM
I've done more Quake I than Quake II so I still don't know the engine to the bone.

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-DarkWolf
Scientia et mors
446F 6F6D

Doom_Dude
May 7th, 2002, 02:45 PM
Colour? http://forums.newdoom.com/UBB/smilies/cwm32.gif

------------------
http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
May 7th, 2002, 11:44 PM
Yeah, ya know all those red lights and the orange sky? http://forums.newdoom.com/UBB/tongue.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Planky
May 9th, 2002, 01:14 AM
The sky is always orange, unless your out in space (duh!). As for coloured lights, I wouldnt have a clue

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http://gamix.org/planky/Planky.gif
Who is General Failure and why is he reading my hard disk?

DarkWolf
May 9th, 2002, 03:24 PM
The level of light a texture gives off is determined in the editor like Planky said, however I think the color of that light is done through a rad file, or something similar, like in Half-Life.

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-DarkWolf
Scientia et mors
446F 6F6D

Aliotroph?
May 9th, 2002, 09:53 PM
Seems the more complex a game gets, the sloppier the editing gets.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Big_al
May 18th, 2002, 05:51 AM
We all probably could get jobs designing building no bother at all now http://forums.newdoom.com/UBB/biggrin.gif

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Smoke me a kipper... at Doom Heaven (http://www.doomheaven.co.uk)

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Aliotroph?
May 18th, 2002, 11:17 PM
Nah, all those guys have B.A.'s now. Damn bastards. http://forums.newdoom.com/UBB/smilies/cwm10.gif

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
May 25th, 2002, 07:36 PM
I could design some office buildings with lava pits and hellish decor. LOL. http://forums.newdoom.com/UBB/wink.gif

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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
May 26th, 2002, 12:08 PM
Design in a spatial sense isn't too bad, but games don't have all the intrastructure.

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"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
May 26th, 2002, 01:04 PM
In UT there are several maps that take place in offices, bathrooms, but the level is really huge so it's as if you were a person in a world of giants.

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-DarkWolf
Scientia et mors
446F 6F6D
http://www.boomspeed.com/darkwolf/roushinshi_small.gif

Aliotroph?
May 26th, 2002, 06:07 PM
I never was much interested in office levels. They're not too fun.

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"Killed Aliotroph?"
- obituary from Perfect Dark

Doom_Dude
May 28th, 2002, 05:33 AM
I was joking about office map makin.....uness it was a Half-Life SP map kinda dealie.

------------------
http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad: Home of Vilecore (http://www.newdoom.com/hosted/themegawad/)

People will believe what they want to believe, no matter what the truth is....
------------------------
Sometimes it's not easy following the path of least resistance.

Aliotroph?
May 28th, 2002, 10:14 AM
House levels are often bad too. So many fools made those for Duke3D.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Big_al
May 28th, 2002, 12:36 PM
The office & buildings, etc were done well in Deux Ex

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Smoke me a kipper... at Doom Heaven (http://www.doomheaven.co.uk)

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Big_al
May 28th, 2002, 12:40 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">You could always put a big box around your level and drive the compile times through the roof, not to mention the fps.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Mmmm, I sure I said that exact thing in another thread. http://forums.newdoom.com/UBB/wink.gif
I had to do it for one bit of a Quake level I made, slowed down the compile but not the fps.

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Smoke me a kipper... at Doom Heaven (http://www.doomheaven.co.uk)

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Aliotroph?
May 28th, 2002, 12:54 PM
Half-Life mappers claim it hurts the fps by driving up poly counts. Especially when people keep building walls out of func_walls and the engine sees through them to the box.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

Big_al
May 29th, 2002, 11:51 AM
Worked okay in Quack for me

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Smoke me a kipper... at Doom Heaven (http://www.doomheaven.co.uk)

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DarkWolf
May 29th, 2002, 01:10 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Especially when people keep building walls out of func_walls and the engine sees through them to the box.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

func_wall should only be used for decorational brushes or when you don't want something to split brushes when it compiles.

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-DarkWolf
Scientia et mors
446F 6F6D
http://www.boomspeed.com/darkwolf/roushinshi_small.gif

Aliotroph?
May 29th, 2002, 05:21 PM
Yeah, I knew that. So do most Half-Life mappers I hope. Problem is, the same thing occurs with func_doors and whatnot. Building the wrong combination of stuff can really kill your fps.

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"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
May 30th, 2002, 07:18 AM
As long as they are enclosed in solid brushes it shouldn't be affected that much. But if you try to enclose your level with brush entities then you'll have leaks, which do kill your FPS.

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-DarkWolf
Scientia et mors
446F 6F6D
http://www.boomspeed.com/darkwolf/roushinshi_small.gif

Big_al
May 30th, 2002, 07:59 AM
I justed used a basic hollowed out cube.

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Smoke me a kipper... at Doom Heaven (http://www.doomheaven.co.uk)

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Aliotroph?
May 30th, 2002, 11:41 PM
Depending on your compile tools, the map won't even run with leaks. Using Zoner's Compile Tools, you can't compile until it's leak free and has at least one light. His tools had a fix for light leaking under doors, so it's funny that wasn't fixed in later games like RTCW.

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"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
May 31st, 2002, 08:44 AM
You can set QuArK to look for a *.prt file, if there isn't one it stops after BSP and doesn't continue on with VIS & LIGHT. Tells you that there's a leak.

The problem with light & moving brushes is, that the light that hits the object initialy sticks with the object reguardless of where it is.

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-DarkWolf
Scientia et mors
446F 6F6D
http://www.boomspeed.com/darkwolf/roushinshi_small.gif

Aliotroph?
May 31st, 2002, 10:39 PM
More like the problem with static light maps. If your level design is really clever that's not really an issue a lot of time though.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark

DarkWolf
June 1st, 2002, 07:25 AM
With doors it's not usually a problem (except for sometimes you get a black edge). It's usually with func_train, where you have the brush placed into a lighted area, but it later travels into a darker one.

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-DarkWolf
Scientia et mors
446F 6F6D
http://www.boomspeed.com/darkwolf/roushinshi_small.gif

Aliotroph?
June 1st, 2002, 10:24 PM
It's also a problem with platforms and stuff like trains.

The doors are an issue because light shines through them. This bug was fixed in the HL tools but not later games. I don't get why. It was a simple flag on the brush to not let light through.

------------------
"Killed Aliotroph?"
- obituary from Perfect Dark