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  • Need help building a small unconventional map

    I'm a new map maker/Trenchbroom user and I'm sure I'm making some stupid mistakes.

    I've followed various Trenchbroom guides to getting started, so I'm not 100% clueless, and yet!

    First, here's what I'm trying to do. Let me know if some aspect of this (or the whole thing) won't work.

    I want to make a simple cube-shaped room made entirely of teleport walls that send the player back to the top of the room. Basically, you'd be falling forever.

    I've done what I *think* I need to do to make this happen. At this point, I am just trying to experiment with this, so only the floor of the cube is teleport-enabled. Here are the errors I'm getting:

    *** WARNING 10: Reached occupant at (272 -224 716), no filling performed.
    Leak file written to fallingforever.pts
    ---- MakeFaceEdges ----
    ---- GrowRegions ----
    Processing hull 1...
    ************ ERROR ************
    Entity with no valid brushes

    I've tried googling this "Entity with no valid brushes" error but I don't fully understand what it means.

    Any help would be greatly appreciated/if you have a guide or something of the sort that could point me in the right direction, that would be great, too. Forgive my ignorance! And thank you...

  • #2
    I'm no mapper but it sounds like you have a hole in your level....


    Try making a basic cubed room first and then pad it with teleporters instead of using teleporters as the walls?

    GL
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    • #3
      Your map has a leak. You cannot just put a func_something in a map and compile it like that. Entities may not touch the void, and the entire map needs to be sealed off against the void. The easiest way to do this is to surround it with a large box of brushes, the better way is to make sure the map's outer hull has no holes.

      The map's hull cannot consist of / include "func" or similar entities. It must be made from dumb brushes.

      So yes, isolate your teleporters from the surrounding void in order to compile without a leak.
      Scout's Journey
      Rune of Earth Magic

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      • #4
        To expand a bit on what GB said, you also cannot have liquid textures on brushes touching the void.

        Sometimes surrounding your map with a box is a simple way to fix leaks that otherwise might take forever to fix/find but it really isn't the best way to go. Some ways you can lessen the chances of a leak is to:

        1) always work on the grid (use a "snap-to" feature if you have one)
        2) use "hollow" to make rooms
        3) stay away from carve and subtract features on brushes that make up the hull
        4) take your time and pay attention
        http://www.nextgenquake.com

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        • #5
          really, just stay away from anything with "CSG", "carve" etc. in its name for now.

          You can have liquid brushes touching the void, in my experience at least. I believe the vanilla Quake maps do this, even.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            You can have liquid brushes touching the void
            Hmmmm, maybe you just can't in worldcraft maps. I remember I was using worldcraft...liquid touching the void...yadda, and I was getting a leak from it. I then read somewhere that liquid brushes can't touch the void.

            Ya know what, I think I even read that in the worldcraft tutorial (the one that comes with it). Imma go see if I can find it again, cause I am positive I read it somewhere.
            http://www.nextgenquake.com

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            • #7
              Oh this is hilarious....I found it alright. Not only did I find it, but you (gb) wrote it.

              click - under section 3:hot stuff maybe 7 lines down

              In Quake maps, fluids may not touch the void.
              I found other posts that state the opposite (post 102(opines) & 105(answers)). I still think it's funny that you wrote it though. I'm also happy that my memory is still so strong. I knew I read this somewhere,... and apparently I did.

              EDIT: even though I already know all that stuff I went and read the entire thing again. Those are some excellent tutorials. I rep+'d you. I want to turn it into a PDF. Actually, I should do that with some of my tuts too.

              Can I put your radiant tutorial in a PDF? Quake forum look would completely disappear. Just images and text on white.
              Last edited by MadGypsy; 02-20-2014, 05:17 PM.
              http://www.nextgenquake.com

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              • #8
                Then why don't you verify what actually is the case by building a testmap or something.
                Scout's Journey
                Rune of Earth Magic

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                • #9
                  It doesn't matter to me. I was more interested in hunting down some microscopic factoid from maybe years ago, just to prove to myself that I really remembered it. Finding it buried in your posts was a whole nother kind of rememberin' (really guessing actually) luckily I use the hell out of some edit/find otherwise, I doubt my eyes would have caught it on a skim. My find term: "void" - brought me right to it.

                  I remember getting a leak from fluid touching the void in worldcraft. I have no idea what compilers I was using, probably the stock worldcraft ones. After getting that leak and being told fluid can't touch the void, I never let fluid touch the void again... so I don't know if it's a WC thing a compiler thing, an every thing, or what...

                  I didn't mean anything rude by what I said earlier. You are still, hands down, an amazingly talented mapper, regardless of some microscopic factoid.

                  The part that I found funny was that you are telling me it can be done when you are the one that told "me" it can't. And in some craAZzZy way you were right both times.

                  *why would you want fluid to touch the void anyway? Then your player could walk/fall into the void.
                  Last edited by MadGypsy; 02-20-2014, 05:51 PM.
                  http://www.nextgenquake.com

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                  • #10
                    The thing is, making one huge water brush to provide water for several rooms is simpler than trying to constrain the water. I think I saw this in the e1m2 source.

                    I'm also sure I had water crossing the void (trigger fields, too, actually) and AFAIK that compiled without problems as long as all entity origins are within the map.

                    I can't remember why I thought water shouldn't touch the void back when I wrote that tutorial. I might have been using different compilers over time, or I remembered it wrong.

                    Walls will block your movement, anyway, so swimming out of the level is not a problem. However, IIRC Gyro's floating gibs will.
                    Scout's Journey
                    Rune of Earth Magic

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                    • #11
                      The thing is, making one huge water brush to provide water for several rooms is simpler than trying to constrain the water. I think I saw this in the e1m2 source.
                      Ah, but that is a different kind of touching the void. In that case you still have a perfectly sealed map even if you removed the water... idk lol. On one occassion water did not work as a piece of void touching floor for me and your "don't do that" advice fixed it.

                      Your tutorial was radiant and I was using Worldcraft - it has to be something about compilers.
                      Last edited by MadGypsy; 02-20-2014, 06:15 PM.
                      http://www.nextgenquake.com

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                      • #12
                        Thanks for all the feedback, everyone! I'm going to try to rebuild with an outer "box" of plain ol' brushes and put the teleporters inside that. I'll post my results!

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                        • #13
                          Putting the box around everything fixed the main issue and it compiled nicely. Thanks everyone!

                          I'm definitely not doing the teleport right. I have a trigger_teleport and an info_teleport_destination. What is the correct way to have the trigger target the destination? What I tried did not work...

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                          • #14
                            check out the quake source maps for some help you can open the map in your editor and see how the good people at id1 did it https://www.quaddicted.com/files/maps/sources/ look for the link quake_map_source.zip you can also copy and past stuff from it too but this is not approved by some top mappers (ducks goldenboys punch) but as a player i have played some realy fun maps that have parts taken from the source. have fun and dig around in some of GB and MG old posts the stuff they have put together helped me understand a lot about maping for this game im just not that good at...

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                            • #15
                              You connect stuff by "target" and "targetname". The former is set on the trigger, the latter on the targeted entity. If both are set to the same value, the two entities are connected. Yes, looking at map sources will help you understand a lot of things.

                              I'm actually not against changing the id maps or using parts of them in new maps. I think more people should do that. The only thing to remember is that because the id maps are GPL, you've always got to release the map source too.

                              Also Google is a good source for mapping help.
                              Scout's Journey
                              Rune of Earth Magic

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