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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
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@ #18507 
Have you specified the correct path-name for the location of the shaders? Check this link: https://jkhub.org/topic/2800-shader-image-missing/

Otherwise I have no idea, might have better luck on a Q3 dedicated or Radiant forum.

Redfield 
A Good Old Hipnotic Rotator Question. 
Hi everyone, there is a lot of information about rotating brushes available, but its a complex thing depending on what one is building. I haven't been able to find anything concrete.

I have built a rotating bridge in a map for Arcane Dimensions using the standard Hipnotic entities with A.D. The bridge works fine, is lit, and has collision, the problem is the bridge is so large I have to use "a million" func_movewalls for the collision.

I found a post by Preach hinting that you can use Hipnotic rotation and add "solid" to the shell without using func_movewalls. I have no idea what this means or if its possible without changing the code. As it is, the bridge works fine I'm just wondering if someone can help me simplify the func_movewalls issue.

Thanks, Redfield 
@ #18507 
Just a stab in the dark here but have you un-pak'd the textures?

Another possible helpful link: https://ws.q3df.org/level_design/editors/ 
Redfield 
I think that's the very reason the Hipnotic rotation code is considered such as massive hack and extremely awkward to use.
No idea what Preach said or hinted at, nor what your bridge looks like and how it's supposed to work, but just to throw in a random idea for a workaround: perhaps you could block the player from crossing the bridge until the rotation has finished? And only use the movewalls for the floor parts and spawn an invisible func_wall afterwards to make sure everything clips correctly once the bridge is in its final position? 
On Rotate_object 
Give key of "solid" and value of "4".

Don't know what will happen once it rotates but good luck. 
 
support for rotating SOLID_BSP entities depends upon the engine in question.

hipnotic rotation is a massive hack because it works around the engine not supporting rotation for physics, and that it does so by using so many entities.
unfortunately many engines still do not offer a better alternative, and frankly, hull size limitations will always be an issue with true rotation anyway. 
 
Players can walk across moderately sized gaps without incident, can't they? Depending on who will be using your bridge, perhaps you could just chop bits out of your func_movewall hell to reduce the entity count. Be careful, as the gaps will have to be conservative, and if monsters need to cross while it's in motion it probably won't work very well.

You could also incorporate the latter part of negke's suggestion into this to make it work better when it's stationary. 
Its Coming Together... 
Thanks for the tips everyone. I did make some adjustments to the func_movewalls and now there is less of them and it works more fluidly. The problem was they weren't square brushes along the axis of rotation and so were being displaced in one direction or the other. I made them the same length and width and now they move more fluidly with the rotate_object.

I made a cheesy video of it that can be seen here: https://www.youtube.com/watch?v=uWMlfJ4cFfQ The movewalls are made visible in the video. If anyone wants to take a look and give some suggestions I'd appreciate it.

I did try adding a solid key with value 4. It had no effect I could see. The brushes were non solid and I couldn't walk on the bridge. I could also try negke's suggestion and simply have some func_walls that are invisible and toggle based on the switch, but as it is the movewalls are doing an ok job.

This was a real puzzle. I initially had the func_movewalls as a grouped entity and nothing worked. It drove me nuts trying to figure out what was wrong. 
Cool 
I was picturing a drawbridge but that is even better. 
It's Kind Of Like The End Of Episode 2. 
 
Shifted Clip Hull On Train? 
I seem to have two trains here that have a shifted cliphull (or draw surfaces?)

any idea on that? 
 
See if you accidentally gave them an angle field. 
Mission Packs 
Maybe I'm missing something, but why don't more people use weapons/monsters from the mission packs? I almost never see them used; even Quoth is way more common to use for variety. I do sometimes see mission pack textures used in packs for jams, but that's about it. 
@sevin 
I've wondered the same thing. I have planned on doing multiple versions of the same map for a while to give players alternative playthroughs. My Deathmatch map Lividus release added support for both mission packs but I've only just started SP mapping a while back. My current map will be released for vanilla and maybe a Zerstorer version later. I think it's a good idea to take a bit of extra time and give people more than just one version. Maybe a "remix" version for Hipnotic or Rogue or both with all new secrets. I think that would be a fun approach and entice people to replay maps.

I believe I saw a project a few months back here that combines everything from the mission packs and other mods into one giant progs.dat/pak but not sure of the status.

More info on my Lividus map here: https://secretlevelsite.wordpress.com/my-levels/ 
Oh Awesome 
i probably did. what does that do? 
Dumptruck 
What do you mean that you "added support" for both mission packs? As in the weapons from the packs are included in the your DM map? And your current map being released for vanilla and Zerstorer? You just mean the theme? Like the Zerstorer version will use Zer textures or something? 
Sevin 
Well "added support" is a clumsy way of saying I made additional bsps with those entities added to the map. In the zip file I provided 3 separate versions of the map for id1, hipnotic and rogue.

I'm not sure how far I will go beyond textures for the Zerstorer version of my current map. I played the original when it came out (1997?) so I need to read the the dev notes and see how much work making a specific version for that mod would take. IIRC there are only new weapons, sound code and cinematic tools. It's funny because someone said on QuakeOne "reminds me of Zerstorer" so I thought what the heck? Let me "re-skin" the level and add a few entities as I did before. Not sure if it's gonna be a mess or worthwhile. 
Dumptruck 
And by entities you just mean you added the weapon entities for each version of the game as some variety for the deathmatch?

Yeah, I suppose the defining elements of Zer were the cutscenes and textures. Just wanted to clarify what you meant.

It's kind of a shame about the mission packs, it just seems really odd to me that they are barely even mentioned on Func. I don't think I've ever played a release with mission pack content outside of textures used for a retrojam or something. 
 
There are a lot of mods out there that borrow enemies and gameplay (rotating brushes etc.) from the packs...
As to why there are so few maps made for the packs themselves, perhaps it's an accessibility thing? I have no idea where I'd go to find editor .fgd or .def files for them, nor documentation in general for that matter...

Not that I've really looked, but still... 
My Map 
Terracity uses gremlins. #shamelessplug

But my uber mod will make accessing using mission pack content easy...someday #shamelessplug2omg

There is a link for mispack fgds zip on this site:https://www.quakewiki.net/archives/worldcraft/files/files.shtm 
And Example Maps At The Bottom Of That Page 
 
3rd Post Sorry Sorry 
Just wanted to say that you struck a cord with me because being able to use both mision packs was the original impetus for my uber mod. And I couldn't leave out AD, and so on. 
Qmaster 
What's your uber mod? You got a thread about it yet? 
Still In Development 
Combines totality of features from ID1, Hipnotic, Rogue, Quoth (not latest version), Kinn, and several other mods all under and including AD latest version along with my additions such as my programmable syncronizing robot (megasuper func_train).

Close to feature complete, working on documentation, readme, example map, and finishing at least one of my sprawling maps that uses the mod before releasing it. 
Hmm 
So it's going to be an amalgamation of entities from official Id content and big mods? Lots of different monsters/weapons/textures etc.? 
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