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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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after using mh's version of aguirre's light for a while now, i've noticed it seems to be less prone to that ugly washed out colour effect that used to happen in the old coloured light utils.

is this something mh did or is it just a side effect of aguirre's new lighting (delay 5 vs delay 2)?

either way, it's very nice. i'll probably be using it from now on.
i have noticed it crashes if you try to do a -onlyents update for switchable lights though. 
I Mailed MH Both Those Error Reports Now. 
 
 
Fixed. :)

I guess I really should release this now; the final (I hope!) version is *MUCH* improved from the one you've currently got. Gimme a few minutes... 
 
> is this something mh did or is it just a side effect of aguirre's new lighting (delay 5 vs delay 2)?

It's mostly from the original code being pretty damn good to begin with. 
 
Here we go: http://www.quaketastic.com/upload/files/tools/windows/BengtLightColouredR2.zip

Hopefully this addresses all the problems with the first version. Please check out the readme for release 2 (included in the zip) as it contains some important info about why the timer display is the way it is, by the way. 
 
1:52 for 2.6G (billion?) casts. (-soft -gate 5.0)
http://necros.quaddicted.com/temp/oranges.jpg

it's pretty much perfect right now. i can't think of a single thing wrong with it atm.
and on top of that there's coloured sunlight too (which i totally wasn't expecting, so a nice surprise! :))

if anyone's been holding off on coloured lights, there's literally no reason not to use this now. combines aguirre's great lighting tricks with multicore and colours.

n1 man. :) 
Mh 
Nice work. But I think it would be better to credit Bengt Jardrup rather than aguirRe in the readme, as his tools and engines are more immediately known under that name while hardly anyone outside the dev boards can make the connection to the nick. 
Help With Ambient_sounds 
Hi.. it's not clear to me if ambient sounds in Quake must be triggered to start looping !?

And why the hell there's no an Ambient_generic as in Half-Life ??
so what about if I want a custom music play allthetime in my map?

Please answerme 
Ambients 
In id1 start on and can't be removed.

There are mods that add additional functionality for custom sounds like Quoth or RMQ, although only the former has a devkit document so far. 
Thanks Ijed 
"ID1" you mean the folder under quake folder ?

I've got so many ideas for my maps(I'm using Worldcraft+adapter) but coming from ValveHammer/HalfLife editing I'm facing with many limits here in Quake.

And Ijed where are in Quake entities such "multimanager,trigger_auto,etc.." ?

Oh poor me! 
 
Futur4, Quake is much older than Half Life. Half Life is based on Quake engine, but it has a lot of new features. So it's normal that a lot of fix cannot be found in Quake.

But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.

So you'll have to compensate those with a strong feeling. It's very easy to create a nice map when you have detalied textures, fancy shader effects, etc.

It's a lot harder to do it with simple textures and a basic engine. If you can't do it or you don't like the limits then move to other game - no offense. UT3 maps looks stunning (visually), but they lack the Quake feeling. 
 
If you can't do it or you don't like the limits then move to other game - no offense.

if everyone thought like this then there would be no mods or custom engines! there is plenty that can be done to improve the technical side of quake without affecting the 'feel', including improved trigger entities

"ID1" you mean the folder under quake folder ?

basically when people refer to 'id1' they mean standard vanilla quake, with no mods. it might be worth giving quoth (http://kell.quaddicted.com/) a try for some more advanced options, or if you're really feeling adventurous then you can read up on some qc tutorials here: http://www.inside3d.com/gettingstarted.php and play around with adding your own entities 
What Rj Said 
 
 
> But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.

Of course it does have those. 
 
gb - standard Quake does not have any of those.
tweaked engines - yes, but that's something different.

This way you can say that Quake supports displacement mapping, a very neat feature. But that's in darkplaces + special textures. So it's a NEW engine + new textures.

I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling) 
RMQ Engine Is Up For Testing 
http://kneedeepinthedoomed.wordpress.com/2010/11/17/engine-test-release/

And, all engines are tweaked now - hirez stuff is always optional, if you don't like it you can just turn it off. 
Trigger_camera In Quake ?! 
Hi is there in Quake a trigger_camera such in HalfLife for in-game movies ?

maybe info_intermission ?

How can I in Worldcraft/Quake build simple intro/outro for my maps ? 
Info_intermission 
It's the camera for the stats screen after exiting the map.

Open WC's entity def file in a text editor to see which entities are there and what they do. 
Thanks Neg!ke 
Can info_intermission camera be used for mini ingame movies ?

If not is there a way to do so ? 
Ambient_sounds Don't Work / Vanilla Quake 
Another "simple" question worrying me:

I'm using Worldcraft+Qadapter and in my map ambient_sounds(drone,wind,...) cannot be listened !

-they need to be triggered ?(already tried :()
-try with another engine? (I use WinAguirre)
-what's "precache sounds"?

..i'm putting off with Quake mapping 
You'll Need 
A custom progs for in-game minimatics again.

The ambient sounds thing is strange. Are you sure the sound isn't just being masked by other sounds playing nearby?

Alternatively, if you've got a lot of things making noise nearby the ambient might just get dumped as not important. For example, 20+ burning torches in earshot + the player + enemies would probably do it. 
Sound Overload 
shouldn't be apparent in aguirre's engines. at least i'd have thought...

futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview *</a> and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)

no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.

'precache sound' - precaching is what the engine has to do for any sounds or models before they are used 
Fucking Tags Again :Z 
sound overload shouldn't be apparent in aguirre's engines. at least i'd have thought...

futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview * and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)

no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.

'precache sound' - precaching is what the engine has to do for any sounds or models before they are used 
RaverX 
I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling)

how can you assume that something cannot be 'dark and scary' if it uses coloured lighting and hi-res textures? o_0

there is still so much about quake that makes it what it is regardless of new features that have been added. it has a pretty unique atmosphere that certainly isn't lost when the light from a wall-torch has a slight yellow tint to it, or if slime emits a green glow, or if you come across a pane of glass you can see through... etc.

most of these things aren't exactly 'new' either and are in pretty much every presently-maintained engine there is. darkplaces is admittedly pretty far removed from the bunch though as it has gone on to be more than just a quake platform... 
RJ.. 
..you explained very well.. that's exact my problem ! I dont want people need another mod to play mine! could it be enough to just add Zerstorer progs with my mod ?

With Hammer/Halflife set-up cutscenes was a breeze but in Quake ...

tell me.. info_intermission could be used to set up simple intros(with text,different frames) ?? 
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