Thank Preach
#10828 posted by Del0r on 2011/02/07 14:54:02
..I really want to create a custom hud for my mod.. something that I'd like to see more from Quake mappers
Can I change status bar shape/aspect without messing with C/quakeC ?
No
#10829 posted by jt_ on 2011/02/07 17:22:33
FrikaC-FIMG Issue
#10830 posted by Del0r on 2011/02/07 18:20:37
Please I'm (trying) using Fimg for gfx editing
I've created a custom conback.lmp but the program saves it flipped up/down no matter what I do !?
Flip It Then Save It?
#10831 posted by rj on 2011/02/07 18:43:52
n/t
#10832 posted by necros on 2011/02/07 19:21:58
it's like... complete lack of problem solving skills.
Re: FrikaC-FIMG Issue
#10833 posted by FrikaC on 2011/02/07 20:54:16
Some source image types are misreported as being flipped by DevIL (origin bottom right), when Fimg attempts to save these files as Quake format it does a flip to correct it. You can try using another souce image type. If you're currently using targa (the one DevIL is most confused about) try converting it to bmp with another tool then saving that directly to lmp. Also, make sure you are using the latest version of fimg -- version 2.0
I'm Using 0192 Ver..
#10834 posted by Del0r on 2011/02/07 22:28:59
..the last version gave me a intialize error
and what is Devil you're talkin 'bout?
Fimg would be a very useful program if only more stable
I spent all afternoon with that flip issue
Yes.. I',ve Solved
#10835 posted by Del0r on 2011/02/08 01:54:50
..with some trial & error messin' with flip/mirror options.. I was obtaining some unexpected results with "save as.." option
Question
#10836 posted by Tronyn on 2011/02/10 08:52:30
can trigger_hurt be toggled?
No
#10837 posted by ijed on 2011/02/10 11:54:09
But it can be killed.
I think.
Well
#10838 posted by necros on 2011/02/10 21:08:04
it can be created and killed. soo *technically* you could call that toggling. but if you wanted to toggle more than once, you're out of luck.
you'd use that info_notnull trick with a bmodel to create a trigger_hurt and then killtarget it again to turn it off again.
#10839 posted by gb on 2011/02/10 23:58:31
Or QC. Pretty sure in Drake or RMQ it could be made toggle-able.
Maybe Toggl-able..
#10840 posted by JPL on 2011/02/11 16:28:07
..in Quoth ?
maybe no... :/
No
#10841 posted by necros on 2011/02/11 20:29:15
not without the info_notnull trick.
Yeah
#10842 posted by Preach on 2011/02/12 11:24:34
One of the first things I looked at after the release was was a proper toggle system (for everything), but it's not the kind of thing you'd put into an interim release...
So....
#10843 posted by JPL on 2011/02/12 15:39:50
... when Quoth3 will be released ? ;)
Um
#10844 posted by Preach on 2011/02/12 22:49:03
As soon as Rubicon 2 is...ah no...right after Duke Nukem is...er...
After Rmq?
#10845 posted by rj on 2011/02/12 23:44:11
Q3BSP????
#10846 posted by GiantCrab on 2011/02/13 02:20:11
Alright, im new here so please accept me.
Now to the point -
Ive heard that the Q3BSP format is better for many reasons comparing to Q1BSP. My intend to use Q3BSPs in darkplaces. Is there a way to convert .map files into Q3BSP? I downloaded Q3map2 but have no idea what commands to use with it or even what it does. Thanks :D
Try This
#10847 posted by necros on 2011/02/13 05:22:29
http://prdownloads.sourceforge.net/industri/mapcon_java.zip
it says it converts q1 -> q2 but q2 .map format is identical to q3 .map format.
Multi-toggle Hurt Workaround
#10848 posted by negke on 2011/02/14 00:10:56
You could probably place a flat trigger_hurt on the floor (or three units below) and cover it with an invisible (skip) toggle door. Something along these lines.
#10849 posted by necros on 2011/02/14 07:58:34
another solution, if you're using quoth, is to make a func_rotate_train with a trigger_hurt as the target (no rotate_entity or func_movewall).
remember, rotating entities will still set relative origin of all non-static entities targetted by it. (remember my wierdo speedmap with the droles attached to the rotating plane).
so you just move your func_rotate_train in and out of position and it will drag the trigger_hurt along with it.
roundabout, but it should work.
WC3.3
Is there something you can do to stop the VisGroups list being random?
It wasn't a problem initially but with 40 odd Vis Groups it's getting constantly searching the list. Making the window bigger would also be nicer :(
Guessing not but hey :)
Nah Sorry
#10851 posted by RickyT33 on 2011/02/19 15:14:56
I never had that many visgroups so I dont know! I tend to mostly use that feature when the editor says "WARNING: Too many visible objects", so I hide half of the map and carry on. I know that you CAN use it to really organise your map, but i never really bothered with it that much.
Skybox Rotation
#10852 posted by JPL on 2011/02/20 18:21:48
Is there any good way to make a skybox rotating in order to give the effect that is the center that is moving ?
i.e: I'd like to make a spatial base floating in space... hence my question...
Any idea ?
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