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#10735 posted by kaffikopp on 2011/01/18 09:59:31
@ijed: Could hug both the concave wall on the right and the convex on the left. I as well thought it could be someting other than the stair in question that caused the issue, that's why I tried deleting the step to see if the issue persisted. And nope, as soon as it was gone nothing blocked the player's movement. Again, the error occured even if I remade the step from scratch.
The clip brush is not a slope, here's a picture of how it looks in the editor: http://img339.imageshack.us/img339/1210/quarkclipping.jpg
With the intersecting brushes, I take it you mean where the curvy white walls meet? They are in fact on grid, both the corners and the intersection.
@negke: So as the amount of detail in maps increases, so may issues like these? If I block out certain details with completely square clip brushes (such as lightning fixtures or computers dug into a wall) throughout the map, would that help eliminate such errors? I was thinking of doing this after I finished up the entire map's brushwork, but maybe I'll do it earlier.
Also, my map is now fullbright because I haven't bothered sealing it yet, the outside areas have no sky for instance. Could the amount of faces (i.e the ones pointing out towards the void that would otherwise not be rendered when the map is sealed) contribute to the error at hand?
Is That Quark?
#10736 posted by SleepwalkR on 2011/01/18 11:35:39
That looks like Quark. Doesn't that editor use fractional coordinates for brush faces and thus needs its own BSP compiler? Maybe that compiler simply has more bugs than the more evolved versions that we have today?
#10737 posted by kaffikopp on 2011/01/18 11:53:00
Yeah, it's Quark. I don't know if it needs to use a different BSP compiler, I use Txqbsp and I've had no other problems than these stairs so far.
Berntsen
#10738 posted by negke on 2011/01/18 12:47:56
The issues may potentially come up, but they really seem to occur quite arbitrarily. Blocking off geometry with clip brushes will not fix them. Sealing the map may. Ultimately, what you did with the extra clip step is the way to go.
Hm
#10739 posted by ijed on 2011/01/18 14:50:30
Then it seems Negke is on the right track then. I've not come across this type of error before although I use WC.
It's possible that the additional brushwork / faces outside the map are affecting the hull creation process, I spose.
The player is basically a box, so could be that there's just weird collision clipping.
Continuing My Adventures...
...into asking about stuff that isn't possible.
Can you spawn monsters with less or more health than normal? Or a possible way to change it once they've spawned...
A further question (much more answerable I assume :p ) is how does Chthon actually work, the entity guides I've found just mention something to do with event_lightning but no details.
#10741 posted by Spirit on 2011/01/19 17:56:35
Ooh, Cheers
Monsters Spawning With Less Health...
#10743 posted by rj on 2011/01/19 19:17:25
trigger_damage them :)
for more health... you can use the armorvalue/armortype hack in post #19 of the thread spirit linked to, or alternatively just a trigger_damage with a negative value)
the chthon question is probably less answerable :P it's messy. i did it once but ballsed if i can remember how; if i had to do it anyway i'd probably just dissect the e1m7 source and work from that
Less Health
#10744 posted by negke on 2011/01/19 19:31:08
= negative armorvalue
It's That Simple?
Nice.
Someone make a mod where poison works by giving the player negative armor.
Sweet, Thanks Guys :D
Got a killable via conventional stuff chthon working. Would still be interested how he's supposed to work however :)
If You're Using Quoth
#10747 posted by necros on 2011/01/19 21:41:49
use a trigger_hurt with 'cnt' '1' and set 'dmg' appropriately.
note that players can still hit these triggers too, so you'll have to be careful how you do it.
as for chthon... fuck, if i know, and i've been mapping for quake for like a decade. >_<
Newbie Mapper Having Some Issues
#10748 posted by Solarn on 2011/01/19 22:04:48
Hi. I was told I might get some help here with a mapping issue I have (Quake 1). I've just started and I'm using QuArK. I tried to make a small single player map, but I'm only at one room and a short corridor and I already have two problems. One is a leak I can't find no matter how hard I look, which I "fixed" by encasing the entire map in a giant box for now, but the other is something I don't even understand.
For some reason the wall at the end of the corridor looks like a weird hall of mirrors unless I'm hugging it, in which case, some of the other walls look like that. This only happens if I compile the map with lights and vis. If I do it without, it looks like ass, but it'll look like textured ass at least. Here's the map, could someone take a look at it for me and tell me what I did wrong and how I could fix it?
http://www.sendspace.com/file/9c3m3i
#10749 posted by negke on 2011/01/19 22:18:39
A common issue with Quark is its habit of using float coordinates which often results in tiny leak or portal errors (the HOM). I'm not familiar with the editor unlike some other people here, but there should be an option to turn it off and/or to snap all brushes the integer grid.
If you get a leak, QBSP will create a .pts files. Put it in id1/maps along with your .bsp, load the map and type "pointfile" in the console. There will be a dotted line that'll help you determine where the leak is (search for the spot where it goes outside).
You'll also want to use the compiling tools from here (qbsp, light and vis) - the ones that come with Quark are probably outdated.
Dang
I didn't realise Chthon would be quite such a big deal :E nm using him with conventional weapons is fine, or I can fake it by just giving him a squillion health. Shame he auto-spawns at the start really :)
Would love to get the hack Preach mentions about targetting monsters to attack each other, but doesn't seem to want to play ball :E
Solarn
#10751 posted by JPL on 2011/01/19 22:22:06
In order to solve your HOM issue, you need to read this: http://user.tninet.se/~xir870k/tooltips.txt
Solarn
#10752 posted by RickyT33 on 2011/01/19 22:33:38
I would recommend rtying another editor. If Worldcraft 3.3 works on your rig, you would probably be sorted. Then theres BSP editor which is meant to be quite current. And some people have good look with Radiant.
ZQF
#10753 posted by negke on 2011/01/19 22:34:43
What are you trying to do anyway? I thought by conventional you meant the lightning method.
The hacked shootable Chthon needs to spawn on map start, yeah. You can delay it by giving him a higher nextthink value, but that's not really helping. However, you can do it like I did in my Chthon map and simply have him spawn in a remote room. Then teleport him into place when the player reaches the area.
Just playing around with monsters and decided to try making something cool using Chthon, but I couldn't get him to die the iD way.
By conventional I meant using conventional player damage :)
Having a little play using chthon like a large normally enemy like the lava giants in Serious Sam :)
#10755 posted by metlslime on 2011/01/19 23:16:10
all id maps have their sources released, look at the e1m7 source to see how the entities are set up. (i think they are on quaddicted, or maybe quaketastic, or at least rome.ro)
RickyT23
#10756 posted by Solarn on 2011/01/19 23:36:44
I've downloaded Worldcraft and BSP, but I haven't been able to do anything but create rectangular brushes in either so far. I can't figure out the controls.
Solarn
#10757 posted by RickyT33 on 2011/01/20 00:04:30
OK, well I had a peek at Youtube and found this video showing how to make really simple geometry in Hammer (which is almost identical to WC3.3 which I use) and it does show the clipping tool and the vertex manipulation tool, as well as how to hollow a cube (which i tend not to do)
For geometry all you really need is the clip tool and the vertex tool, as well as knowing how to use the brush tool (to make a solid brush). The great thing about Worldcraft is that in version 3.3 the texture lock will work properly if you enable it, which can really save time.
Oops (forgot To Put The Link In The Post)
#10758 posted by RickyT33 on 2011/01/20 00:04:57
RickyT23
#10759 posted by Solarn on 2011/01/20 00:57:33
Oh god, that guy rambles so much. But it was informative when he finally got around to explaining things. I guess it makes sense. In QuArK, all that stuff is done by simply clicking with the mouse, so I was confused when it needed separate modes in Worldcraft.
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