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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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Yes.. I',ve Solved 
..with some trial & error messin' with flip/mirror options.. I was obtaining some unexpected results with "save as.." option 
Question 
can trigger_hurt be toggled? 
No 
But it can be killed.

I think. 
Well 
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. 
 
Or QC. Pretty sure in Drake or RMQ it could be made toggle-able. 
Maybe Toggl-able.. 
..in Quoth ?


maybe no... :/ 
No 
not without the info_notnull trick. 
Yeah 
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.... 
... when Quoth3 will be released ? ;) 
Um 
As soon as Rubicon 2 is...ah no...right after Duke Nukem is...er... 
After Rmq? 
 
Q3BSP???? 
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 
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 
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. 
 
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 
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 
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 ? 
Impossible 
Maybe only in some very hacky way. Like turning the skybox graphics into a large func. Or making a huge animated texture. Fitzquake085 has proper animation on sky-textured funcs, but this still doesn't help.

If your intention is to simulate a space station orbiting around a planet or some stars, you could try cutting out the corresponding bits of the skybox and use them for the rotation while leaving the actual sky black or with stars only. 
Negke 
I was rather thinking making the complete skybox rotating... giving the impression this is the space station that is rotating... like a lost stuff in space...
Sounds difficult.... :/ 
Yeah 
i don't think that type of effect is possible. i tried for a while to do something like that for the ne_doom map.

anyway, even if you did do it, if your skybox had a sun or some other light source you were trying to simulate with _sunlight settings, they wouldn't match up if the skybox rotated, so it's not a full win, even if you could. :S 
Like Q2 
You need engine modification for that AFAIK and yeah, the sunlight wouldn't move. 
Necros/ijed 
I agree with the sunlight issue... I just thought about it a little bit late ;)

and even trying to make the complete map rotating except the skybox will not work either, as the gravity will become the issue then... the risk is to fall, except if you play the map with zero gravity... and remains the problem of being able to fly over without issue....

Anyway, I can deal with this... no problem

Thanks a lot for the support ;) 
 
It's possible, but the sunlight would only move with fully dynamic world lighting. Darkplaces etc.

However, Darkplaces + huge open maps = slow motion. 
Asd 
sad 
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