This is an attempt to slow down the amount of e-mail I get about DMM2. Especially
since most of it is the same question set over and over, I'm really getting tired of
replying to it. So, here is a listing of some of the more common questions I get
about DMM2 and some of the FAQ at Rust.
***Note*** These questions ASSUME you've got the latest DMM2 patch and
entlist.txt file from DeathEd (http://deathed.stomped.com).
If you don't have them, download them.
- When I do texture alignment in DMM2, the textures seem to line up in
DMM2s Walk and Surface Editor windows, but are wrong in Quake2. Whats going on
This is a known bug in DMM2. The x-axis values do not line up
correctly from DMM2 to Quake2. You have to either experiment with DMM2 or use another
editor for texture alignment.
- Can DMM2 import .map files?
No. Neither Hexmaker nor DMM2 can
import those files.
- But, what about that Pod and Hatch prefab on
DeathEd? Didnt you import the .map file for
Yes. However, those were created via DMM1 which had a .map import
feature, then converted to a Gallery file (.wlb) and brought into DMM2 for re-texturing
and adding the entities that may have been needed.
- Can I e-mail you on how to do the .map to .wlb conversion?
Under NO circumstances am I going to go over this procedure. Its a very complex one
and youre more likely to have much better luck with creating your own item than
trying to do a massive prefab conversion. Not only do you have to do the import, but you
have to do all the texturing over, recreate the proper entities with their attributes and
spawnflags, and have to contend with poorly designed prefabs to begin with.
- Are there any other bugs in DMM2 that you're aware of?
The y-axis on the Rotating Door entity does NOT work! You'll have to either edit the
.map file manually or avoid using rotating doors along this axis.
Also, the Appears In checkboxes have no effect. Again, the only way to fix this
is through manually editing the .map file before compiling.
- 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:
- named/switched lights (these lights will be constantly on)
- How can I create user-controlled turrets?
You can't with the default turret entities in Quake 2. You have to use
the Jailbreak TC to have a player controlled turret or code your own entity.
- How do I get double doors or other multi-part doors to open at the same
You can use the Team attribute to accomplish this. In the Team attribute, put the same
name for all the components of the door. When a section of the door opens, all the other
sections with the same Team attribute also open.
- What is the maximum distance from the 0,0,0 origin that a map can be?
The maxium size of a map is +4048 or -4048 on any axis from the 0,0,0 orign.
- How do I get multiple items to spawn in DeathMatch Mode, like in some of the
Id levels where the BFG and Rocket Launcher interchangeably spawn?
Once again, use the Team attribute for the two entities. Place the two items (for example,
the RL and BFG) and give each the same team name (for example, "weaponspawn").
Then, one of them will be spawned, after that item it taken, the next item with the same
Team attribute will spawn the next time.
- How to I make "wind tunnels" like the stuff that pushes players
See the Tutorials page at Rust and look for the trigger_push entity.
- How do I make doors that "swing out" on hinges like my doors at
Now we're getting into the rather obvious. Read the tutorial on the func_rotating_door
entity on the Tutorials page at Rust.
- How do I get rid of the teleporter's base and "sparkles" in Quake
Unlike Quake 1, which had no visible signs of teleporters, Quake 2 teleporters have a base
and "sparkles" in the later releases of the Quake2 engine. There is a quick
"trick" to get around this if you have a deep enough floor. You can simply
move the entity down a few Quake units into the floor and both the base and the
"sparkles" will disappear. Unfortunately, there is no way to get rid of this if
you can't embed the entity into the floor except via coding a new entity or using a mod
that has such an entity.
- How do I get that cool looking "space" sky in my maps? Or, how to
I get a sky to appear at all?
Skies in Quake 2 are slightly different. They need to be defined using the Sky attribute
in the Worldspawn entity. (And to keep all you Qoole users from asking, you modify the
Worldspawn entity in Qoole by not having anything else selected and choosing the entity
properties). The valid skies are unit1_ through unit9_ and space1. Then, any texture with
a surface property of sky will use the sky defined. (See the tutorial page at Rust for
information about Surface and Content Properties)
- I want to make a complex brush with a 90 degree turn in it, how do I do
Unfortunately, you cannot make just one big brush with a 90 degree bend in it. It must be
made of smaller seperate brushes (you can later group them in you editor). This is because
the Quake engine cannot handle concave brushes. You can check if a brush is concave in
your head like this: Think of one of the vertices in the brush, and see if you can make an
imaginary line to another one, where the line goes outside the brush.
- 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.
- How do I create those fancy "sparks," like the ones found in
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.
- 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 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 multi-line text in the F1 computer message, trigger message,
level start message, etc.?
Simply use \n (forward slash + n) to create a Q2 line break. Additionally, you
should not have any spaces before or after the \n. For example, if
you wanted to have:
as the level title, you'd put "My Level\nBy Me" (without quotes) in the
- How do I create the cool force field doors that were in the prison levels of
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.
- I applied the func_water to create a pool of water and it's not transparent.
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.
- 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.
|Textures and Surface Properties
- 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
- 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.
- How can I make mirrors in Quake 2? I've seen other games do this (like
GLQuake 1) if you've got a 3DFx card.
Unfortunately, Quake 2 doesn't support mirrors or 'reflecting' textures.
- How do you make animated textures in Q2?
2) Make the frames of your animated sequence as separate wal files.
3) Go into the texture properties box in Wally, and, in the box labelled 'Next animation
texture' fill in the filename of the next frame.
|Compiling, Leaks, and Errors
- After compiling my level, I notice that I can see "through" the
sky into another room in my level. How can I keep this from happening?
First, make sure that you've done a full VIS which sometimes helps clear up
this problem. Also, you can use a Hint brush between the player and the sky.
However, sometimes these methods won't clear up the problem, so you have to always
consider this when designing your maps. Plan ahead and if need be, use blocker walls
and the like to help obstruct the view into these areas.
- 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.
- 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.
- Why is my map always/never lighted, even though I place entities? (I have a
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
- 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.
- 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.
- My level compiles fine, without errors, but when I start the Quake level, I
get the message "com_sprintf: overflow." What's wrong with my level?
Typically, this means you have a level name in the Worldspawn entity that's greater than
24 characters. This error typically refers to a string that is too long. So, if this error
appears elsewhere, check the size of your messages.
- After doing a full compile with all 3 compilers, I notice light
"leaks" under doors and the like. What's going on here?
Entities are not calculated during the radiosity compile, so they can't block light.
So, you get a "leaking" effect since the Q2 engine and light compiler
pretty much act as if the door isn't there. Unfortunately, there is no way to
actually prevent this from happening, so you have 2 options: either move the light far
enough away (or decrease its intensity) from the door or put an offsetting light on the
other side of the door for a more gradual lighting effect.
- 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.
- What new entities are in the Xatrix Mission Pack 1: The Reckoning?
- Monster_chick_heat - Chick Heat - Same as the Quake2 Chick but her missiles
- Monster_gladb - Phalanx Gladiator - Same as the QuakeII Gladiator but he fires
a Phallanx Cannon instead of a Rail Gun. Also has a power shield.
- Monster_boss5 - Super Tank - Same as the Boss Tank in Quake2 but with a power
- Monster_gekk - Gekk - Man sized lizard. Humanoid in shape. Jumps real high,
swims, runs, moves fast, and spits acid.
- Monster_fixbot - Fixer Bot - Roams around and repairs things and reanimates
- Func_object_repair - Object to be repaired - Creates small sparks that the
Fixer Bot will move towards and start to weld (it doesn't actually fix anything it's a
- Brain - Not a Xatrix entity but when used with the Reckoning Mission Pack has
beefed up abilities. Now has a laser and a parasite like tongue that grabs you from a
distance and drags you within slashing range.
- Monster_soldier_hypergun - HyperBlaster Soldier - Same as the Light Gaurd in
Quake2 except he carries a hyperblaster.
- Monster_soldier_lasergun - Lasergun Soldier - Same as the Light Gaurd in Quake2
except he carries a laser rifle.
- Monster_soldier_ripper - Ripper Soldier - Same as the Light Gaurd in Quake2
except he carries an ion ripper rifle.
Weapons and Ammo
- Weapon_boomer - Ion Ripper - Shoots an energy boomerang that ricochets around
- Weapon_phalanx - Phalanx - High powered enrgy weapon.
- Ammo_magslug - Ammunition for the Phalanx Cannon.
- Ammo_trap - Creates a vortex that sucks enemies in and turns them into power
cubes that you can use.
- Item_quadfire - Increases the firing rate of all your weapons.
- Rotating_light - Like a red police dome.
- Target_mal_laser - Same as the Quake2 laser entity but it flashes on and off.
- Misc_amb4 - Ambient sound effect
- Misc_nuke - Kills everything on a level (including yourself). Good when you
know you're going to die and want to take everyone with you or as used in the Mission Pack
a self destruct device where you have to get out quick.
- Misc_transport - This is the HUGE transport ship at the end of the Mission
Pack. It has to be triggered and targeted to a path corner to be visible.
- Misc_crash_viper - Works the same as the Big Viper in Quake2
- Misc_viper_missle - Supposed work like the viper bomb but instead it acts like
- 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
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