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. Check out the links page here to get a listing of the editors available and simply start playing with them. 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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