Thanks
#10623 posted by madfox on 2010/12/18 04:38:01
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
#10625 posted by necros on 2010/12/20 01:55:36
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..
#10627 posted by delore on 2010/12/20 03:44:35
..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
#10628 posted by jt_ on 2010/12/20 04:58:18
#10629 posted by gb on 2010/12/20 09:59:15
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
#10631 posted by RickyT33 on 2010/12/23 18:22:02
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
#10632 posted by RickyT33 on 2010/12/23 18:29:25
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.
#10633 posted by gb on 2010/12/24 12:27:29
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
#10635 posted by Spirit on 2010/12/24 15:02:10
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.
ZealousQuakeFan
#10637 posted by JPL on 2010/12/24 17:38:19
you can still edit the .wav sound and remove the loop markers.. then it will be one shot playing ;)
#10638 posted by anonymous user on 2010/12/25 15:27:48
Or killtarget it before it reaches the loop position.
I wanted to get it to start up, loop a few times then stop. guess I'll have to look into removing the flag then manually loop it with relays.
ZQF
#10640 posted by Mike Woodham on 2010/12/25 19:42:45
How are you triggering your sounds? If you are using qc just trigger the null.wav on the same channel when you want the sound to stop.
#10641 posted by necros on 2010/12/25 20:04:59
I wanted to get it to start up, loop a few times then stop.
play_sound_triggered
use the 'toggle' flag
'wait' to length of the soundfile to loop
no need to set 'impulse', with the toggle flag on, impulse defaults to 7.
set up target/targetname
when you fire the play_sound_triggered, it will play the sound repeatedly until you trigger it again.
if the sound loops on it's own, set 'wait' to 999999 to retain toggle functionality.
Help!?!?
#10642 posted by ThatOneGuy on 2010/12/25 21:13:51
Ok so Ive been using worldcraft mapping for a few months, on and off for a little mod im working on. Now bare with me, im not a huge mapper or anything so this may be some really easy fix that I dont know about but here goes: I power up worldcraft and all is normal like usual, I start mapping for a good 3 hours, and then I try to compile my map. Now I left the room for a little because I know that the map takes a little bit to export. But I come back, and it says in the command line:
* Could not execute the command:
"C:\Program Files\Worldcraft\qbsp2.exe" "C:\Users\nick\Desktop\game\game\new"
* Windows gave the error message:
"The operation completed successfully."
** Executing...
** Command: C:\Program Files\Worldcraft\quaketools\vis.exe
** Parameters: "C:\Users\nick\Desktop\game\game\new"
---- Vis 2.31 ---- Modified by Bengt Jardrup
************ ERROR ************
Error opening C:\Users\nick\Desktop\game\game\new.bsp: No such file or directory
Elapsed time : 0:00
** Executing...
** Command: C:\Program Files\Worldcraft\quaketools\light.exe
** Parameters: "C:\Users\nick\Desktop\game\game\new"
----- Light 1.43 ---- Modified by Bengt Jardrup
************ ERROR ************
Error opening C:\Users\nick\Desktop\game\game\new.bsp: No such file or directory
Now I cant compile any map, Ive re-installed wc + Bengt Jardup's quake tools a million times, but it still wont work =[. Has anyone gotten this before?
Yeah
#10643 posted by RickyT33 on 2010/12/26 00:07:15
Its just the WC compiling GUI (the process window) seems to have a problem with moving the files around.
The solution:
1 (not vital but it helps) Use a windows command prompt to run the compiling tools. The WC process window will freeze sometimes, even if the tool is still running in the background. A windows command prompt is what the tools are designed for.
2 (will fix your prob.) Put all of your tools, all of your .rmf files and all of your .map files and EVERYTHING in c:\quake\id1\maps.
HTH
This Might Be Stating The Obvious But
#10644 posted by RickyT33 on 2010/12/26 00:10:49
Windows command prompt:
start > programs > accessories > Command Prompt
The type:
CD c:\quake\id1\maps
Then you can run your tool, i.e.
qbsp yourmap
then
vis -fast yourmap
then
light -extra yourmap
Also, use this QBSP tool, it is by far the best:
http://www.quaddicted.com/tools/txqbspbjp.zip
Put
#10645 posted by RickyT33 on 2010/12/26 00:11:57
All of your tools in the c:\quake\id1\maps directory first
(txqbsp.exe, vis.exe, light.exe)
yeah the way WC acts like it's crashed when compiling through it's interface is pretty annoying, but when constructing certain areas I find the cordon function pretty useful, and I hop map versions a lot especially when planning trigger sequences and such, so I still use it a lot, but never for full compiles.
myself I have WC using tools inside a worldcraft/quaketools folder, and a seperate clean copy of quake on c:\ (no mods/maps other than my own and only one exe). Seems to be fine with this :E
For proper compiles Necro's utility is cool imo :)
#10647 posted by ThatOneGuy on 2010/12/26 03:31:05
I tried to put all my tools and map files into the maps folder, didnt work. then I tried command prompt, didnt work. Should I just try Necro's utility then?
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