News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Which Ambient Sound Change In Different Worldtypes? 
As the QuakeWiki says that it's not only for the purpose of changing key models.
Thanks anyways for that info. 
It Only Affects Keys And Doors 
Different key models and pickup sounds, and the sounds/touch messages of key doors. 
Sorry One Last Question.. 
When creating my own monsters/animations in QME do I have to maintain all references, names/numbers of frames, numbers of vertices/objects or else QC will go mad and possibly won't load ?(!)
thank 
#18465 
If you want to use original progs, then you'll have to keep same frames as original models, because reading frames into animations is hardcoded in QC.

So for example if run is on frame1-frame10, you'll have to make new run animation in this range. 
I'm Back, Hello Mappers 
My Quake forever proyect is back. It was forgotten long time for the exams, music, video proyects, searching my center. My biggest trouble is fix the leaks, point file, glitches.

I'm using TB 2.0 version and I really need your help guys to fix my maps, I have the leak .pts file generated from the qbsp in my directory, but I don't know were to put the reached occupant in TB 2.0 (-1248 64 -24 supposedly). In the old TB I remember I can put the coordinates of the leak and automatly select the object coincident. How I do it in TB 2.0? 
...And How I Add Light To A Plat, Button, Door? 
 
Add Light To Entity 
�Select entity you want to add light to (Any entity!).
�Add key|value pair of light|200
�Compile

(Note that these lights don't move, so while you can add light to a monster or door, the light won't go with it when it moves (for that use an effect)) 
#18470 
Why on earth would you add light properties to some arbitrary entity when you can just make a light entity in the place where you need the light (which makes what's going on clearer in the editor)...?

Is there any trick/benefit here that I'm missing? 
Related Point... 
(assuming tyrutils-ericw used) you can add the "_minlight" key to a brush model to give the model a uniform base light level, but adding the "light" key just makes it act like a regular light (right?) and because that light will be emitted from the model origin, it is unlikely to light the brush model in a way that you'd like. 
Adding Light 
To powerups and weapons can make it easier to light instead of having a hard-to-select light on top of the item.

Otherwise, ya put in a normal light. 
Light On Non-lights 
I'm sure that once upon a time light tools would only look at the lighting keys from entities whose classname began with "light". Has that changed?

I'd be glad if it has changed, as it's really helpful for mapobjects in two ways: firstly you can create a custom torch model etc and have it emit light just like a normal torch. I was considering adding a classname "light_mapobject_custom" to Quoth to work around it.

Secondly: for mapobjects which aren't obviously lights, a tight spotlight pointing straight down can be used to finely control the light levels of the model (perhaps with negative light if it's too bright). Adding the keys directly to the mapobject entity would make this trick a bit simpler and more robust. 
#18474 
A good post. 
#18475 
A well put posted post. 
Light Key Support 
I got the idea for lights on weapons from id, e4m6 or 7 I think.

I thought all compilers supported this? 
Just Wanted To Know... 
can water brushes be a door, platform or train? How about changing water levels like in OoT? The only design flaws were the obviously broken boot-change mechanic and the sometimes not so obvious hints to a puzzle, otherwise it stands as one of the best dungeons of the game. 
Not In ID1. 
 
 
Making my first Quake map I somehow managed to assign a light value to an enforcer. It took me a while to figure out why that monster closet was so bright.

I don't remember what the actual compiling tools were. That was 1996/97 so probably whatever came with the original Worldcraft. 
#18470, Thanks Qmaster! 
I hope it will work :) 
@Rick Haha Nice! 
#18478: take a look at http://quake.chaoticbox.com/downloads/extras_r4.zip mod. It has the best usage of changing water levels that I've found so far.

Also, AD supports puddles that drain with the trigger_touchsound which oddly is more of a func_ since it is visible. 
Delayed Entity Creation? 
Complete noob to mapping here, been experimenting with it and have been trying to figure out a kind of odd scenario- is there a way to prevent an entity from appearing until the player has done something else in the map, i.e. pressing a button or killing a certain enemy? I know monsters can be teleported in, but I mean things like a pickup or message trigger not existing until it's called. Something like the episode gates that only appear if you have the rune, but within a single map (and without runes).

I'd imagine it's possible to kludge something together for item pickups (hide them in the roof/walls/floor and raise them when triggered), but what about entities that can't be pushed around like that? 
5 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.