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.
#10760 posted by necros on 2011/01/20 01:02:43
Oh god, that guy rambles so much
the main reason i wish video tutorials would die in a fire. :\
most of the people who do them know what they are doing but they usually have annoying voices or can't seem to string more than 3 words together without saying 'um' or somesuch, or their mics suck or all kinds of things that make them irritating.
i remember having to put up with tons of that when learning D3.
You Can Cycle Modes
#10761 posted by RickyT33 on 2011/01/20 02:46:56
by clicking the buttons in the toolbar (i.e. the ertex button, the clipping button), rather than learning the key combos. I click the buttons ;)
And yeah, the guy rambles, I just picked the vid from random really, just wanted to find one which explained the vertex and clipping tools :)
There's A Tutorial On Using Wc
#10762 posted by jt_ on 2011/01/20 03:42:51
Well
#10763 posted by Ankh on 2011/01/20 07:14:44
there is a great tutorial about WC included with the program. Just klick help or so.
Then teleport him into place when the player reaches the area.
Actually that is something I don't know how to do, trigger teleporters like that.
Eh?
#10765 posted by negke on 2011/01/20 16:45:34
You just place him (or any other monster for that matter) inside a regular trigger_teleport and have a trigger_once or any other entity target it to set it off.
Yep
#10766 posted by ijed on 2011/01/20 16:49:14
Teleporters start off if given a targetname.
Make Your Teleport Brush
#10767 posted by RickyT33 on 2011/01/20 16:53:31
Tie it to the entity "trigger_teleport".
Position your monster inside the trigger_teleport.
Give the trigger_teleport a key "target" with the value "yourNastyAmbush"
Give it another key "targetname" with the value "triggerYourNastyAmbush"
Make a trigger_once trigger and put it where you want the player to be when the monster appears.
Give the trigger_once a key "target" with the value "triggerYourNastyAmbush"
Put an entity "info_teleport_destination" where you want the monster to appear, and give it the key "targetname" with the value "yourNastyAmbush".
So now when the player touches the trigger_once, it will fire and trigger the tigger_teleport to send the monster to the info_teleport_destination.
Nne of these entities will be visible in game, except for the monster!
This is the way it is done using original ID progs. If using Quoth you can just give a monster the flag "spawned", and when triggered (when a trigger_once has a key "target" with a value equal to the monster's key "targetname") the monster will appear.
If you noclip outside some of the original Quake maps from id you will notice that there are dark rooms outside the map, and if you go in them you will find they are full of monsters waiting to be teleported into the map.
Ah
I thought spawn rooms were used slightly different, didn't know teleporters could be targetted like that.
I'm just being dumb again, okay. I should have done more with regular progs :)
#10769 posted by GTKRadiant question on 2011/01/20 20:56:36
So yeah, I figured out how to use it, but I can't compile my map with it. What do I need to do to?
#10770 posted by Solarn on 2011/01/20 20:57:00
That was me, I had a brainfart, sorry.
Save To A .map File
#10771 posted by RickyT33 on 2011/01/20 21:25:11
Run your qbsp, vis and light from a command prompt.
Make dir on c: called "mymap"
Save your .map file there
Put all your tools (TxQbsp.exe, WVis,exe and Light.exe) in the dir.
Load a command prompt (in windows click start, then type in the "run" or "search" bar:
cmd
Press enter.
Command Prompt appears! :)
type:
cd c:\mymap
then type:
txqbsp yourMapName
then type (eg):
vis -fast yourMapName
then type (eg):
light -extra4 yourMapName
Your compiled map would now be in the c:\mymap\ DIR.
Links For Tools (the Best Tools IMO)
#10772 posted by RickyT33 on 2011/01/20 21:28:50
The Manual Way
#10773 posted by negke on 2011/01/20 21:31:32
The build menu is customizable, but I never bothered with it for Q1. Just do it the oldschool way by opening a command prompt and run the compile tools manually. This way it's also easier to catch warnings and error messages.
And remember to add the texture wad path to the map's worldspawn entity.
Which version are you using anyway?
Hm, I'm A Slow Typer
#10774 posted by negke on 2011/01/20 21:32:18
#10775 posted by Solarn on 2011/01/20 21:38:44
I'm using 1.5.0, since that's the latest version.
Ok (so Am I)
#10776 posted by negke on 2011/01/20 21:46:44
I recommend getting the latest nightly build (2007-04-26) from the SVN then, in case you only took the installer.
This One
#10777 posted by negke on 2011/01/20 21:50:19
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