Func_setproperty Maybe?
#347 posted by jdhack on 2009/03/09 06:20:53
Have you guys thought about adding a new entity class that would allow the properties of an entity to be changed? I'm thinking of an entity that, when triggered, would perform a particular operation on a given field of its target entity ("operation" could be set, add, multiply, etc.)
This could enable a mapper to, say, dynamically change an ent's alpha value, or move it, or add health, take away ammo, etc...
Something like this:
{
"classname" "func_<whatever>"
"target" "scrag1"
"targetfield" "alpha"
"op" "1" /* --> add following argument to scrag1's .alpha */
"arg" "0.1"
}
or
{
"classname" "func_<whatever>"
"target" "tele1"
"targetfield" "target"
"op" "0" /* --> set value of tele1's .target to following argument */
"arg" "teledest2"
}
It seems to me [someone who doesn't map, and has a very minimal understanding of QC ;-) ] that it could be useful
That Would Be Pretty Useful!
#348 posted by
RickyT33 on 2009/03/09 10:27:09
I like the idea!
So...
#349 posted by
metlslime on 2009/03/09 11:38:10
there's an official FGD, that means someone can now make a .def!!!!!!1
C_shot2
#351 posted by jdhack on 2010/02/23 08:17:20
I think c_shot2.mdl is a bit gimpy? I noticed it while playing sm149_drew - there's a yellow strip at each side of the base of the barrel.
I opened the model in QME (Lite v3.1), and the tri at that spot seems to be in the wrong place on the skin. It's the most evident in frame 4.
See:
http://www.quaketastic.com/upload/files/screen_shots/c_shot2.png
Arrgh
#352 posted by
Preach on 2010/02/23 10:50:42
Yeah, good catch! I'll have to fix that for future releases.
Oh Wow
#353 posted by
Zwiffle on 2010/02/23 15:36:49
That must mean that the entire pack must be quarantined and eliminated immediately! Shame on you Kell, Necros and Preach! SHAME!!!
I'm kidding.
Speaking Of Gimpy...
#354 posted by jdhack on 2010/02/25 07:30:00
The skin in the shot I posted is how it appeared in QME that day. Today, there are almost twice as many tris. Weird.
Is there a more stable modeling app out there? What do you use?
Zwiffle: It's shocking, I know. Almost like these guys are mortal or something. ;)
Modelling Tools
#355 posted by
Preach on 2010/02/25 12:39:50
My personal approach is to do as little in QMe as possible. So I use gmax to make my model, animate and skin it. Then I export it to MD3 format, and convert it from MD3 to MDL. There are two paths I know of to make that final conversion. Either you can use quark, if you can set it up correctly, but that is a bit of a pain. The alternative is a command line program which I wrote for the purpose.
Once you go down the path of creating your models in MD3 format and converting them to MDL, a lot of options open up because MD3 is a much more popular format. Most major 3d modelling packages have an export to it (3dmax, maya, blender to name 3). The only difficulty is knowing what you can't do in MDL but can do in MD3 - eg MD3 supports multiple skins but MDL doesn't.
Don't You Miss Sajt's Awesome
#356 posted by
Spirit on 2010/02/25 12:56:48
Tubelights
#357 posted by
generic on 2010/03/21 21:20:56
There is a typo in the official Quoth 2 FGD that causes tubelights not to load.
@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname, Static) = light_tubelight : "Tube light"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
color(choices) : "Colour of light object" : 0 =
[
0 : "Yellow-white"
1 : "Blue-white"
2 : "Red"
]
]
Also, I am having no luck with the other color options. I get yellow-white every time. (Same for postlights.) The greying out works, however.
Typology
#358 posted by
Preach on 2010/03/21 21:28:40
Sorry for the typo, will go fix it on my copy.
As for the color issue, you aren't having the same problem as
http://www.celephais.net/board/view_thread.php?id=60173&start=344
are you?
Yes
#359 posted by
generic on 2010/03/21 22:29:09
I changed "color" to "skin" in the FGD for light_postlight and light_tubelight, and all was good.
Thanks! :)
#363 posted by
necros on 2011/10/16 19:51:25
of all the threads the bot could have posted on...
#364 posted by
Text_Fish on 2011/10/20 00:14:45
I'm hoping it's pertinent because Quoth Part 3 is about to be released ... ?
Fix For Stars Skybox
#366 posted by
ericw on 2011/12/23 05:22:41
The JPEG artifacts in the otherwise great "stars" skybox were bugging me, so here is a fixed version where I filtered them out using GIMP:
http://www.quaketastic.com/upload/files/misc/stars2.zip
Never mind, found the earlier posts.
Please Fix:
#369 posted by
Shambler on 2012/11/20 16:18:41
Knight melee attack range (should be when it hit the player, not from miles away).
Drole melee attack range (ditto)
Grenade Enforcer shotgun attack speed (should be less than instantaneous)
Bob Model (this is Quake not kiddie robot TV show).
...these are all broken / bugged. Everything else seems to work. Kthxbye.
#370 posted by
Spirit on 2012/11/20 16:53:43
would break balance on existing maps.
Meh
#371 posted by
Drew on 2012/11/20 18:33:02
I guess I agree re drole/knight melee
but fuck, leave Bob alone.