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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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Mike 
The Imp is from "Marcher" from Kinn, I just found.
I was a little curious, first though Quoth, but then I read your post again.

There's no qc included. Recompile the progs.dat or ask Kinn. 
Q3 /map Command 
Ok, so the previous question turned out to be a non issue it seems like. I had some problems finding the corrct shaders but moving the Q3 folder from D:\Games to C:\Program Files\Quake III Arena\ fixed that.

Now, next problem. And sorry for being a total noob here ;) but I cannot load any level in Q3 that I've compiled. I've also tested the id example levelsl. The compiler creats a .bsp file but I cannot load the level with /map or /devmap command. What am I missing? Again sorruy for the noob question. 
 
Set sv_pure 0 first. 
 
Yeah if pure is on then Q3 will only load assets from pk3 files.

iirc was a surprisingly successful anti-cheat thing for quite a while :p


--Explosions--
info_rubble doesn't have an explosion flag. It's cool that you can re-trigger it but it was the explosion sprite I was looking for :E 
 
explosions in quoth

there's a hacky way to do them.

add an info_trap with the following keys:
'speed' '1'
'style' '2'
'dmg' '1'
'duration' '0.01'
'noise1' 'weapons/r_exp3.wav'

this creates an exploding grenade with a fuse only 0.01 seconds long (it will explode the next frame).
set 'dmg' higher to create explosion damage and change 'noise1' to any sound you'd like.

further hackery:

create a func_rotating_train and target it at an info_trap like the above. the func_rotating_train will drag the info_trap along and you can retrigger the trap repeatedly creating a trail of explosions, like a falling meteor or something. 
MadFox 
Strange. I know I did not rip the code so it must be out there somewhere. I'll dig out my old hard drives, maybe something on those.

Thanks anyway. 
Imp 
I now know that the one with the swoop code comes from Soul of Evil: Indian Summer. But that is radically different to the code I have, and the contained comments suggests it comes from Hexen 2 originally.

I can't believe I wrote all of the code for the one I have as I have my changes notated and I would not have done that if i had written everything else.

Strange. There must be another version out there. 
Imp 
I searched for Hexen and ended up on Inside3D.
There is a site for compiling hcc.qc for Hexen and contains a imp.hc

Although the compiling for hexen is somehow different, it has simmilar ways.
I'm trying for a compatible qc.

here's the link at:

Therefore, we have put up an archive containing only the HexenC files here

http://www.inside3d.com/h2tut/h2started.htm 
Hexen Versus Quake Qc 
I transcripted the imp.hcc to a imp.qc
For sofar I have no attackmoves, but things like throwing a lavaball isn't that hard.

If you have a left/right throwing attack mdl of the imp, apart from the code, you can copy the right throwing one in Quark4.07 to make a left throwing one.

It's a little tricky to get the jumping up and down. I used the standfunction for fixed, walk frame for rising up, and the run function for fly. I can't make it land. Also things like the swoop and swpend pose are sitemoves that I still can't stand trigger. 
 
There's an imp.qc posting in the beginning of the coding help thread, iirc. 
MadFox 
The imp.qc code was released in the SOE dev kit so unless you really want to re-code everything, might be worth looking it up. 
Thanks 
I didn't want to recode it, just got curious after finding it on hexen2, then the code in hcc. And finally a half quake qc. 
Thanks Necros :) 
Looks like playing with this will be a giggle :E 
Zqf 
i noticed in that test map you posted, you can hear the grenade launching sound before the explosion.

to remove that, set 'noise' to 'misc/null.wav' which is a "silent sound". 
 
Ooh, thanks. :)

I've yet to try your trick of attaching it to a rotate train, but will soon. 
Please: What Happens If.. 
..I add worldspawn fog in a map and then a user play it in a no-fog engine ?

or much better if a user play it also adding a 2nd fog from options/menu in engines such TomazQuake/Telejano ?? 
Tell Them In The Readme Not To 
 
 
In the first case, nothing will happen.

For the second case, ask Tomaz or Tei. 
Glass And Windows 
So, please correct me if I'm wrong:
To create a window you use a blank water texture and something like a quoth command trigger to set it to the right alpha yeah?

A few little questions:
1 Looking for a wad that has a blank texture like that in it :p

2 What's the performance hit for having a large surface like this? Thinking of having two large rooms which have a huge glass wall between them. 
There Is No Performance Hit 
None whatsoever! Not by modern standards.
As for a good texture, well you could try looking in some .bsp's. You just open the .bsp in TexMex and you can export it to .wad. I think there must be one in Than's last map ;)

http://than.quaddicted.com/files/apsp2.zip

http://http://than.quaddicted.com/

Spirit: There doesn't seem to be a link too this in Quaddicted's SP maps list. 
Also 
To make a window you make a normal waterbrush, and you set r_wateralpha to be 1. And on top of the brush (to make the window solid) you make another brush, which you then make into a func_wall. And you give the func_wall the texture called "skip". Doesn't matter what the texture looks like (but there must be a texture in your wad called "skip") and then you have to run the tool "newskip.exe" after compiling ("newskip mapname" in cmd).

Some modern engines support alpha on func_walls. I believe the key is "alpha" the value represents how transparent you want the func to be from 0 to 1.
The first version works in any engine which supports wateralpha, and you need the info_command entity to make the water transparent. 
 
I think most modern engines support alpha, actually. Including Fitzquake.

Some even support alpha on entities, ie monsters etc.

I use some of the window textures from Quake 2. 
 
hmm, okay, so I was almost there :)

Question for people using Quoth: is there a way to use triggered sounds but not make them loop? or to kill them after looping for a certain period? Retriggering or killtargetting doesn't seem to stop them playing once they've started :p 
 
The looping is a feature of the actual sound file (from what I know). People use some ancient version of Goldwave to toggle the looping flag if they want it. 
 
Dang, okay :( thanks. 
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