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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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Also 
If you give a teleporter a name then it won't teleport the player until you activate it. 
..nice Idea ! 
Oh interesting .. the player suspended, so one could create sequences such when Gordon was captured in HL..
though free look is a problem for an intro..
----------------------------------------------

Thanks for all suggestions..
Someone can explain(I'm a novice of qc code) step by step the implementation of camera code by DarinMcNeil ? -i've read the .txt-
What files specifically do I need from it?only the progs? Cutscenes must be configured in Worldcraft or not ? 
Carefull With Parms 
The included level show most of the noted parms. I've extruded the vision.bsp to a mapfile with winqbsp. Then you can see the chosen entities, and how they act.

I tried out some of the events, and most are usefull. But the options are somewhat tricky so I copied parts of the map file to my own to identify the different use of the info_script.

If you're not familiar with quake.qc it's easier just to use the included progs.dat.
At least it is not as heavy as the whole zerstorer progs. 
..MadFox (or Others) 
I know the entities involved.. but I need help with the progs:

example: so I have to put Vision progs in my mod folder and create cutscenes editing the code in it ?? or camera entities can appear in Worldcraft ?
----------------------------------
what about camera code included in CUSTENTS by generalWart ? 
 
You put the progs.dat in your mod folder and create the cutscene in Worldcraft with the new info_camera and info_script entities as per the instructions in cck.txt. 
Fgd File Entries 
If you load your fgd file into a text editor, you can add the new entities there, then you can use the smartedit feature to set them up. The fgd is the "forge game data" file, and you will find it's location by looking in the options menu in Worldcraft. The syntax is fairly easy to understand, I would just make the info_camera entity based upon copy and pasting the entry for an "info_notnull", then changing the necessary info. 
Thank.. That's What I Needed To Know 
One last thing..
from the Vision.zip(DarinMcNeil) I need progs.dat only? cause he included many files.
-------------------------------------------
So I copy entities code from Darin in my fgd and the new entities should appear in Worldcraft ? Is all that simple ? 
Urgent ! Sorry For So Many Posts But.. 
My other issue was with ambient_sounds..

..Atlast I got them to work! But in order to be audible ingame I had to place these ambient sounds really close to the player!
My error was to place them at the 4 cardinal points(as in HalfLife) of my map.

So now they work.. but useless! cause my goal is to have a looping ingame music constantly audible wherever player is !

..suggestions ? 
Use Quoth Mod... 
.. or die ;) 
Ambient Music 
This map has something has it.
http://www.quaddicted.com/reviews/fmb_bdg.html
And you can even start/stop the music using buttons in the map.

But I think you need a custom engine for it - fitzquake works (from what I remember) 
 
from the Vision.zip(DarinMcNeil) I need progs.dat only? cause he included many files.

that's all you need to play the map with the cutscene entities. but you will need the qcs (as well as the rest of the source - available from inside3d as linked by me above) if you want to modify the code any further. say, to add ambient sounds...


So now they work.. but useless! cause my goal is to have a looping ingame music constantly audible wherever player is !

..suggestions ?


modify the qc code ;)

if you open up misc.qc and bung the following in somewhere after the normal ambient entities...

void() ambientsound_start =
{
ambientsound (self.origin, self.noise, self.volume, self.distance);
};

void() fx_ambientsound =
{
if (self.noise == string_null)
objerror ("fx_ambientsound without noise!");

precache_sound (self.noise);

// Default volume to 1.0 if not specified
if(self.volume <= 0)
self.volume = 1.0;

// Default to ATTN_STATIC if out of range
if(self.distance < ATTN_NONE || self.distance > ATTN_STATIC)
self.distance = ATTN_STATIC;

if (self.targetname)
self.use = ambientsound_start;
else
{
self.nextthink = time + 0.1;
self.think = ambientsound_start;
}

/*
// start right away if not triggered
if(self.targetname == string_null) {
// Need to start on the second frame since that's when entities not called in world_spawn are created
self.nextthink = time + 0.1;
self.think = ambientsound_start;
}
else// wait for trigger
self.use = ambientsound_start;
*/
};



then paste this in your fgd:

@PointClass base(Sound)= fx_ambientsound : "Ambient Sound"
[
targetname(target_source) : "Name"
noise(string) : "Sound"
volume(string) : "Volume"
distance(choices) : "Attenuation" : 0 =
[
0 : "Play Globally"
1 : "Large Radius"
2 : "Medium Radius"
3 : "Normal Radius"
]
]


then you *should* have a new entity capable of playing the sound file of your choice at the volume of your choice, with distance set to 0 if you want it playing throughout the map. hopefully anyway...


So I copy entities code from Darin in my fgd and the new entities should appear in Worldcraft ?

well not exactly as FGD uses its own code/format as i'm sure you are aware. have a look in the fgd and figure it out; you should be able to add the entities yourself based on the information in cck.txt 
Ah 
Ambient sounds in Quake are just used for that. Custom stuff is needed for ingame music.

Some mods, like Qouth, let you set attenuation -1 which means they're heard globally, but only while you're looking in their direction. That's where putting them at the cardinal points comes in. 
 
..Atlast I got them to work! But in order to be audible ingame I had to place these ambient sounds really close to the player!
My error was to place them at the 4 cardinal points(as in HalfLife) of my map.


Ah... yes, you mentioned this earlier but i think we assumed you meant you placed 4 in the same room as the player. Quake ambients are localized, you have to scatter them through out the rooms and hallways of your map.

NOTE: you only can have 116 of them if you are using a standard quake engine. And torches/flames count towards this total too. 
Like I Said 40 Posts Above.... 
As for the soundtrack, the easiest solution would be to supply an mp3 which people can play in the background while playing the map. Or not, if they don't like it. 
..ok Negke, Rj(your Verbosity Appreciated), Ijed, Metlslime 
Thank for all suggestions.. now my brain is melting..

As I stated I'm a not too bad mapper and musician.. but ignorant in qc code

I got my own songs ready but maps are not done yet.
------------------------------------
ps: I tried MikeWoodham "ThisOnion" it's really a nice work but soundtrack is the real winner! 
I Dont Think Making 
your own progs.dat will be so hard. People here have done similar to what you are talking about, if you try as much as you can and keep asking here you will succeed :) 
Yeah 
i'm no coder at all. but qc is pretty simple once you try and familiarise yourself with it, especially seeing as all you need to do is copy & paste the right bits in the right places. definitely worth looking at 
It Is Simple 
But save it for the next project. One step at a time :) 
- Request For FuncMsg Regulars - 
1)Please somebody could upload a Quake progs.dat complete with cutscenes code and in-game music code ?
2)And the suitable *.fgd for Worldcraft/Qadapter ?

ehm.. I feel embarassed, but I really need those for my projects(I know nothing of qc!)

Bye 
Your Options 
1. Custents

http://www.quakewiki.net/quake-1/mods/custents-custom-entities

http://wartrench.telefragged.com/

This is a custom progs.dat called custents. In the download, there is a doc folder with an index.htm. Please look at that in a web browser and read the descriptions of the new entities.

There is a camera entity, an actor (npc), and sound playing entities that can be triggered.

It also comes with example maps.

2. Extras

http://quake.chaoticbox.com/downloads/extras_r4.zip

That is another custom progs.dat which also comes with a lot of documentation. I don't remember if this one has cameras. Has example maps as well.

3. Zerst�rer

http://www.quaketastic.com/upload/files/single_player/mods/zerdevkit_gbpackdit.zip

And this last one is the Zerst�rer progs.dat, source etc. Please read devkit.txt, it tells you which entities to use and how. You should be able to do the same kind of cutscenes that you see in the mod, Zerst�rer. I found this on my disk.

4. Quoth

Quoth has sound playing entities, but no cutscene stuff.

5. RMQ

I will create a webpage soon that explains how to use RMQ as a mapping toolkit. It has very nice cameras that can lerp from one to the other, rotate and be daisy chained etc.

I think we will release the code (and progs.dat) either with the next demo or at least around the same time, I hope it'll be before the end of this year.

There is an older progs.dat at the RMQ blog, but the cameras aren't so advanced. I advise against using that.

Take a good look at custents and extras, please. If you still have problems after doing that, contact me and we might be able to solve them. 
Gb 
i have a feeling your advice is kinda wasted on this guy... 
My First Map Used Custents. 
good times.... ^_^

looking back... man, i had like no idea what i was doing. it was also the least quakey of all my maps. :P

hm... i believe nostalgia mode has been activated... 
 
Making mistakes is a required step of the learning process. Let this guy make his. 
Rotate_objects With Mismatched Vis Connection 
don't know the exact terminology for this, but essentially, bmodels are attached to vis areas to determine whether they are visible or not. if the player can't see any of the vis areas that the bmodel it attached to, the bmodel isn't drawn.

essentially what happens is that the rotate_object is somehow linked to the vis area at the origin and not with the vis area that the bmodel is actually located in.

so you get a rotate_object that flickers in and out of existence (or just plain isn't there if the '0 0 0' vis area is never visible).

i've learned a little more since the last time this happened to me and i know that using setorigin() on an entity 'links' it back into the world visibility or some-such.

so i open up the code and add a new line to the rotate_object function:
setorigin(self, self.origin);
this should link it in.

didn't work.

the other thing that plays a part in visibility is the bbox of an entity. so i put in:
setsize( self, '-512 -512 -512', '512 512 512' );
an arbitrary, very large, bbox.

ok, so it works now. yay!

but WHY?

rotate_object already sets it's size to self.mins and self.maxs. this works for 99% of rotate_objects that are made. why is it that occasionally i need to reset the bbox to some other value to get it to work?

is this a qbsp problem maybe? how does the engine first load up things like mins/maxs? it it precomputed or does the engine figure it out the first time? 
Noob 
about coding, but could this bigger setsize not be the total of the start and end position? 
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