Thankyou so much for making this series dumptuck, its the best resource for modern quake mapping out there. It certainly got me into it again after many years away. Theres a couple of things after starting your tutorials that i got stuck with that took a lot of digging to find answers for, hopefully you will address them for other people here in future tutorials. firstly, how to set the water opacity in a map before you compile, it can change the entire way you design a map. its no fun getting shot at by something you cant see through water. secondly, please do a quick tutorial on how to set up a proper skybox using .tg files in quakespasm. It was something i only got working through a lot of questions on forums, google was useless. love your work. looking foward to more tutorials.
@onepureturtle6 жыл бұрын
Quake monsters can't see you through water, even with opacity.
@dumptruckds6 жыл бұрын
Thanks for the feedback. A skybox tutorial is very close to happening. I've been working on it. But have not "written" it yet and there's one little piece of the puzzle I want to research. But very soon. As far as water alpha. Most of the time I am concentrating on id level maps so transparent water has been on the back burner. I have plans to do an entire liquids tutorial so it's on the list for sure.
@dumptruckds6 жыл бұрын
True but if you come up for air they are all over you... or if you fall in. :)
@dumptruckds6 жыл бұрын
Meant if THEY fall in.
@muzboz6 жыл бұрын
Whenever you say func_train, I can definitely hear the "k" in funk. No doubt in my mind. :D
@OfflineOffie6 жыл бұрын
Awesome! I really like these little test levels / playgrounds, shows nicely what you can do!
@st3ady6 жыл бұрын
I'm interested in making new low poly models and textures for anyone that wants them for their map or mod. Weapons, characters, monsters, power ups, environment art, whatever. Message me!
@dumptruckds6 жыл бұрын
Sweet. I am definitely going to reach out. I was just needing custom mdls yesterday! And there are very few ppl making models for Quake.
@m_u_s_e80675 жыл бұрын
I'm interested in this
@faisalwho4 жыл бұрын
That's a sexy map
@CuteFuzzyWeasel10 ай бұрын
Hey I'm completely new to trenchbroom and I'm having some issues making a train do what I need it to do. What I'm trying to create is a bridge that you activate by shooting a trigger. I have a tail and a path for the tail to follow and at the end of that path I would like it to bob in the air but I'm not sure if that's possible with paths. So assuming its not possible I decided I was cool with the tail stopping at the end of the path, but I'm getting an error saying that there's no next target (Train Next: no next train). But I dont want there to be a next train, I just want the tail to end at the last segment.
@dumptruckds9 ай бұрын
Can't do tech support here in comments sorry. Can't do bobbing brushes without a mod and I am not sure if you can make a train bob in any mod.
@CuteFuzzyWeasel9 ай бұрын
i figured it out, i just set the edge corners to target each other at the end so path 5 targets path 6 and path 6 targets path 5. tedious but it got the job done. @@dumptruckds
@inf32434 жыл бұрын
How would you make a train that contains a few brushes? Like a platform with some spikes. Just group them together?
@dumptruckds4 жыл бұрын
Yes.
@jlewis_yt6 жыл бұрын
Is it possible to make brush entities rotate while the map is playing? Like say I wanted to make an *actual* train in a map, like a subway train for example. Would I need to make the track absolutely straight or are there actions that I could use to rotate it
@dumptruckds6 жыл бұрын
Sorry for the delayed reply. Work has been crazy. No this is not possible in the Q1 engine.
@dumptruckds6 жыл бұрын
Entities don't really rotate in the engine. Only in animation frames not their bounding boxes.
@why_i_game Жыл бұрын
Just wanted to say that one of the official Mission Packs (Dissolution Of Eternity or the other one) for Quake 1 has rotating objects and pendulums. Might be worth checking out if you're still curious. I have never mapped for the Mission Packs, so I have no idea if you can use it with a train on a track or not. It might take modding.
@m_u_s_e80675 жыл бұрын
How are there only 1.3k views on this???
@user-kg4tt9vu8t4 жыл бұрын
I apologize my question is Sort of unrelated to the video topic, but what is the "clip" texture I often see in the demo maps you supply?
@dumptruckds4 жыл бұрын
Clip is an invisible brush that blocks the player and monsters but no projectiles. Proper use helps keep players out of unwanted areas and can keep them from getting stuck on protruding geometry. It can also be used for certain map hacks. Very useful overall.
@user-kg4tt9vu8t4 жыл бұрын
@@dumptruckds Thanks dumptruck_ds. I just noticed the next video was on exactly this topic :s
@SlurpeeTheUnholy3 жыл бұрын
For some reason, when I set my func_train as the target of a trigger, activating that trigger just makes my train disappear instead of making it start moving.
@dumptruckds3 жыл бұрын
Make sure your func train is targeting the first path_corner. Remember that each path has to target another and make some kind of loop.
@OleksiiTheAngry3 жыл бұрын
I don't know how but my map stopped working right after I added the trigger to the train (a very simple and basic map with one train in a simple geometry). And the error is "sv_modelindex player model not precached" which feels like a mystery to me...
@dumptruckds3 жыл бұрын
Are you using a mod?
@OleksiiTheAngry3 жыл бұрын
@@dumptruckds absolutely not. I've been following your quickstart instructions and working on my first map with no major troubles, but this one (a much simpler map, even with no textures yet) started giving me this error only after I added the trigger to the train.
@OleksiiTheAngry3 жыл бұрын
Ended up redoing the whole map (good thing it hadn't progressed too far before the glitch) from scratch. Again, appreciate your videos, I'll keep coming back to them until my mapmaking actions are automated :D
@thatspacepirate2 жыл бұрын
The "entity properties" part of the entities menu with the key and values table is missing for me. Is this a common error, and if so, how can I take care of it?
@dumptruckds2 жыл бұрын
This happens a lot. You can drag the edge down and reveal it. It's a bit finicky.
@thatspacepirate2 жыл бұрын
@@dumptruckds Thanks, that fixed it!
@omeganinjaboy5 жыл бұрын
How would you use triggers?
@dumptruckds5 жыл бұрын
Sorry for the late response. Triggers are covered in part 1 of the entity series.
@visionofdisorder4 жыл бұрын
what's the size limit of a map?
@dumptruckds4 жыл бұрын
Depends on the protocol. Don't make big maps if you are just beginning. It's the most common newb mistake. I'll have a video about this next year but for now you can research Quakewiki.org for limits. There are a lot and they depend on a few things.
@visionofdisorder4 жыл бұрын
@@dumptruckds thanks for responding. i had this idea of modeling out my entire neighborhood, including sewers. so a lot of horizontal space, with buildings, etc. not much verticality, but some. for example, is it possible to have a street where you can see all the way to the end, with buildings on each side?
@dumptruckds4 жыл бұрын
Yes. Real world locations we're done in a mod called Ter Shibboleth. Part 2 came out earlier this year. That mod has enormous levels. It used protocol 999 and the bsp2 format. Again, these are not recommended for new mappers. But take a look and see. You can find Ter Shibboleth here: www.celephais.net/board/view_thread.php?id=61507
@visionofdisorder4 жыл бұрын
@@dumptruckds haha, yes! i remember seeing a video of one of these maps. had completely forgotten by now. i mapped for quake in the olden days before modern source ports and i remember it being very limited back then in terms of what the engine could handle, which is why i asked. thanks for your help!