This is an attempt to answer the most frequently asked questions on the
q2 map editing list and the discussion board, as well as any email we
get. If you have a question to add to it then email us the question and
the answer. Thanks.
Why
don't my explosions, switchable lights, etc. show up in DM or
CTF mode?
Certain
entities or effects don't work in Deathmatch or CTF play
that exist in single play mode. They are:
- -func_explosive
- -func_object
- -turrets
- -named/switched
lights (these lights will be constantly on)
Can
I mix entities for the same object? For example, can I make
a func_train also a func_explosive?
No.
Quake 2 entities can only be assigned to a single entity.
You can NOT make the same object two different entities.
Can
I have moving lights in my Quake 2 level?
Not
without coding or using a mod that supports it. The original
Quake 2 engine doesn't allow the default light entities
to move. The Quake 2 Mission Pack: The Reckoning, however,
has a rotating_light entity.
How
do I make the func_train entity rotate?
You
can't. The func_train entity in Quake 2 can't rotate around
an axis. Like the rotating light question however, it all
depends on how an entity is coded. Hexen II, for example,
has such an entity. So, you'll either have to do coding
of your own entity to do this or find a mod that has one.
How
do I make glass that can be shot?
Apply
a texture that has the trans_33 or trans_66 property applied
(see the Surface and Content Properties tutorial) and make
the object a func_explosive. You may want to also target
a target_speaker entity to create the breaking glass sound.
My
level takes ### hours/days/weeks to compile. Am I doing something
wrong?
This
is a next-to-impossible question to answer. The fact is
that how complex your level is determines how long it will
compile. And this means how complex your level is to the
Quake engine, not your perception of complex. If your level
is taking longer than you think it should, you need to understand
WHY it's taking so long. Things like texture lighting, large
open spaces, etc. can all dramatically increase the time
it takes to compile a level. See the Tutorials and Style
pages here at Rust for a better idea of how to create good
levels.
How
do I create those fancy "sparks," like the ones found in base1?
The
"sparks" themselves are actually the target_splash entity.
However, as the entity name implies, this entity needs to
be targeted in order to work. Typically, the target_splash
entity is targeted by a func_timer entity, with the random
property set. See the target_splash and func_timer tutorials
on the tutorials
page for more information.
I
created a transparent window on my train/door/moving entity,
but it won't move with the rest of the entity...why?
The
Quake 2 engine doesn't allow transparent items to move.
This means that you can't have windows or other transparent
surfaces on trains, doors, etc.
How
do I convert a .bsp file to a .map file?
In simple words, you can't. While Quake 1 had a bsp to map
converter, there are a lot of problems with trying to do
this. Because the .bsp file is a compiled file, the conversion
to a .map file is hardly trivial. The QBSP compiler breaks
up the large brushes that make up items into many smaller
ones. Additionally, the QBSP compiler removes those brushes
that make up the outer walls and aren't visible to the player.
All of these things prevent a useful .map file from being
created from a .bsp file. If you REALLY want to see inside
the .bsp files, Quark (see the Links page) will allow you
to view them, however, you won't be able to modify them.
I've
heard someone mention "point entity" and "solid entity." What's
the difference between the two?
A
point entity is an entity that doesn't require a user-defined
model to work. For example, a monster is an example of a
point entity since it has a pre-defined model associated
with it. A solid entity, however, requires the editor to
manually define a brush to be associated with the entity.
For example, a door entity is an example of a solid entity.
The editor has to define what brush (or brushes) make up
the physical door. If a solid entity is not associated with
a brush, a PF:SetModel = None error or something similar
when the level is started.
How
do I create ladders? Are they some sort of entity type or something?
Ladders
aren't a separate entity, rather they are created by applying
the ladder surface property to ALL sides of a brush to create
the ladder. See the Surface Properties tutorial on the tutorials
page for more information.
What
about currents...how are they created?
Like
ladders, currents are created by applying the appropriate
current surface property to liquid textures. See the Surface
Properties tutorial on the tutorials
page for more information.
I've
got a texture with text on it, but the text is backwards. How
do I 'flip' the texture so the text is readable?
Textures
can be 'flipped' by putting a -1 value in the X-axis Scale
attribute for that texture surface. This is most useful
for textures that have some sort of readable text.
What
entities are needed for CTF to work?
CTF
requires both player starts (info_player_team1 and info_player_team2)
and flags (item_flag_team1 and item_flag_team2). However,
other player starts are added using the deathmatch player
starts. Additionally, you don't need to place the 4 CTF
powerups, since they are automatically placed into CTF maps.
See the tutorials
page for more information.
How
do I create the F1 computer messages and increment the Goals
count?
Use
a target_help to create the message.
If you need a multi-lined message put "/n" without the quotes
or spaces between the words where you want the break to
occur. The target_goal
is used to increment the Goals count. Typically, you'll
want to have both entities named with the same targetname
and triggered by an event. See the tutorials
page for more information.
How
do I create the cool force field doors that were in the prison
levels of Q2?
Use
a func_wall, with one
of the force field textures (redfield or yelfield) and make
it transparent using the surface properties. Then, give
the func_wall a targetname and have it activated by a trigger
or button.
Why
is my map always/never lighted, even though I place entities?
(I have a leak, btw)
Check
your maps for leaks during the BSP compile. If you see the
message "***Leaked***" any time during that compile, then
the VIS and Radiosity compilers will not take effect. Hence,
the level will either be completely dark or fullbright
Ok,
I checked and my map doesn't leak, yet it's still not lighted,
even though I place entities?
Be
sure you're running the compilers in order. The proper order
is QBSP, then the VIS compiler, finally the Radiosity compiler
(which handles lighting). Additionally, make sure ambient
light is set to zero or a decimal value.
I
applied the func_water to create a pool of water and it's not
transparent. Why?
The
func_water entity
isn't required for static pools of water or water with currents.
It's a specialized entity used for rising/falling water
that's activated by a trigger or button. However, the water
texture used for func_water can not be transparent! See
the func_water tutorial for details.
To create other types of water, make sure the same water
texture is applied to all sides of the brush.
My
map has gotten bigger, and all of a sudden, some of the items
or doors in my level disappear at certain angles...what causes
this and how can I fix it?
In
most instances, a full VIS compile on the level will correct
this. Typically, this solves the problems. However, if it
occurs after a full -level 4 VIS compile, you've probably
got an area that's far too complex or big for the Quake2
engine to handle. In which case, you'll have to simplify
your level.
I
tried to make a rotating door. I even put the Origin brush in
by giving a brush the Origin texture on all sides, but now I'm
getting an error like "Origin not allowed in world" Why doesn't
this work?
This
occurs when the Origin brush hasn't been properly grouped
with the rest of the brushes before making it a rotating
door or object. Different editors may require their own
method of grouping or use the func_group entity, so check
the documentation or editor-specific boards for grouping
information.
What's
the best editor?
Simply
put...there is no best editor! While all of the editors
have their own advantages/disadvantages, they all pretty
much do the same thing. You're going to probably spend many
hours in front of an editor, so it pays to compare them
on your own and see which one fits your editing needs and
abilities.
Since
I've started Quake2 editing, I've lost every second of the day
to editing. My wife left me, the dog has run away, and I no
longer have any friends (although, I think the QBSP compiler
is starting to like me). What should I do?
Be
aware that to really make good maps, you're probably going
to have to put in some serious time! Of course, it's only
a game and you CAN have a life if you work at it...otherwise,
buy a cat or goldfish since they tend to be less dependent
on you for survival.
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