#11360 posted by raptorE on 2011/08/04 07:34:25
I learned to map on worldcraft.
Now I want to learn to map for q1 using radiant style editors. Google reveals myriad versions of this thing, qeradiant, gtkradiant, netradiant, and others... I am confused.
So, my new dumb question is this: To map for quake 1 in the optimal radiant-based editor, where do I begin?
#11361 posted by necros on 2011/08/04 08:05:30
i believe the only up to date versions of radiant for q1 are either gtkradiant 1.5 or sikkpin's QE3.
gtkr 1.5 is the version that works natively for quake. they changed some controls in 1.5 from 1.4 (making 1.5 inferior, imo). it's possible but slightly hacky to use 1.4 and use a q2->q1 .map converter.
Sikkpin's QE3 is basically gtkr 1.5 but without the retarded control setup. it does have a few annoying bugs, but they are consistent and aren't anything that can't be worked around. there's nothing that will corrupted your whole map, but, for example, if you have multiple point entities selected and you undo an operation on them, all but one of them will be converted into brushes the same size as the entity was.
if you want to give sikkpin's QE3 a shot, you can get the latest version here:
http://shub-hub.com/files/tools/qe3.1.0.5beta.zip
it's a little finicky to get set up because you have to set some directory info manually in text files, iirc.
there's a long thread here: http://www.celephais.net/board/view_thread.php?id=60225 for it, but just bump it if you have questions.
supposedly, baker was going to take a look at the QE3 source and make some fixes and such, but that was a long time ago.
at least the source is available, but there doesn't seem to be much interest in it. wish i understood it, personally (or could even get it to compile!).
#11362 posted by gb on 2011/08/04 11:40:38
netradiant can also be used for q1 and is slightly more up to date than 1.5.
The UI of 1.5 is a question of taste, I prefer it for example.
Another radiant question:
Textures on rotated faces sometimes show up correctly in radiant but not in game; has one of the radiant users here found a solution for it besides manually realigning those textures?
#11363 posted by gb on 2011/08/04 11:43:12
Also, has someone successfully compiled sikkpin's qe3 on linux, or is this another lazy port?
Necros
#11364 posted by JPL on 2011/08/04 13:27:18
I would like to stick to Quoth mod without having to compile any qc stuff (as I am definitely not an expert).. but your idea sounds good as I thought exactly the same yesterday night... so ideally outside the spaceship would be invisible water.. hence player:
- can move X-Y-Z axis without any issue (zero gravity emulation)
- will suffocate after some time without proper suit
Now the issue is how to make water invisible and how to remove the water effect ingame (i.e removing the distorsion effect when "swimming")
I think skip tool can be used for first issue (as far as I remember Metlslime provided "waterskip" texture to remove water surface, Metlsilime would be cool if he can confirm ;)... I have to experiment this). And for second issue I remember it is possible to remove the water distorsion effect, but on this I need help as I can't recall the command ;)
#11365 posted by gb on 2011/08/04 14:35:29
Skip would remove the water texture from the surfaces. There is still the screen tint though.
Making the water an entity and setting alpha = 0.1 would make it totally transparent I think... in engines that support entity alpha.
r_wateralpha = 0.1 might also work?
r_waterwarp, IIRC, does the underwater warp. Try setting that to 0?
Gb
#11366 posted by JPL on 2011/08/04 14:44:54
Thanks for the tips: I'll try them ;)
And indeed remains the water tint "issue"... not really a big deal actually as FitzQuake supports r_wateralpha.. Maybe it would be cool to apply it only to water, that would prevent to have a global wateralpha value for all the map... hmmm, I need to think about this..
Anyway, thanks a lot for your help necros and gb, you rock ! ;)
WTB an engine/mod/whatever that removes those annoying graphical tints and instead adds the HUD icon of the powerup in the screen corner with a countdown like an RPG does.
A: it can really mess up visibility if you have these strong effects over the screen (see Quoth Battlesuit)
B: It's irritating not seeing the actual duration of the powerup you are using, and the 3 second fade warning is often not long enough if you're trying to design a sequence where the player has to use multiple powerups (say an area with a respawning Quad or an extended underwater sequence where the player needs to find biosuits).
#11368 posted by gb on 2011/08/04 15:45:06
Displaying the time remaining on a powerup would be an easy qc hackjob, at least. Not sure about engine side.
I made a mod that displayed health next to the crosshair once. You can display all sorts of things in there.
Zero Gravity, 2nd Round
#11369 posted by JPL on 2011/08/06 14:00:38
OK, using waterskip and water for zero gravity emulation is working fine.... except I still have two problem to solve:
1/ Water tint is still present despite wateralpha set to 0
=> Is it possible to remove it and make water as transparent as space emptiness ?
2/ Still remains the sounds coming from the water (e.g player jumping in water = plouf, player moving up, etc...)
=> Is there a way to remove them (and preserve suffocating noise that is interesting ;)
I hope some cvars/command/sv/gl stuff can be of use here...
Thnaks a lot in advance..
#11370 posted by necros on 2011/08/06 18:40:10
if there's no other water in the map, you could replace the sounds...
i did this kind of thing in ne_tower, for example. just run it as a mod of a mod (so for fitzquake, you'd run with -quoth -game jplmod instead of dumping all your files into the quoth directory (dp would be -game quoth -game jplmod)).
it's a cheap way to do it, but it works. :P
Lower-gravity Room
#11371 posted by Mandel on 2011/08/06 20:40:42
I'm sure I've navigated through a room with lower gravity than its surroundings before. Something like... gmsp1? Did that have its own progs?
Mandel
#11372 posted by Ankh on 2011/08/06 20:47:51
i think it was in the start map of hipnotic
#11373 posted by Spirit on 2011/08/06 21:36:40
gmsp1 in the outside area.
Mandel:
#11374 posted by metlslime on 2011/08/06 23:35:56
yeah, but you don't have full swimming/noclip-style control, only standard quake air-control which is limited.
#11375 posted by necros on 2011/08/06 23:43:01
i wonder...
what if you turned noclip on the player, then created a dummy entity with player bbox size.
then, transfer any movement the player is trying to do to the dummy and reset player's position to the dummy every frame.
this gives you full noclip control but you won't be able to go through walls or entities because your actual position is bound by the dummy entity.
As Long As..
#11376 posted by JPL on 2011/08/07 09:45:32
.. it does not requires qc, I am happy with any solution. As I am definitely a bad coder, I'd rather prefer to prevent from trying to code anything, and stick to existing mod/std Quake...
Well, now I have to figure out how to make all this as easy as possible... If not easy at all, no space map, I'll do something else...
and to be honest, I didn't started any piece of brush placement yet, I am just experimenting zero gravity stuff: I want make sure the effect will be realistic enough before thinking about map architecture (despite I already have an idea about what I want)
Anyway, thanks a lot for the hep.
Just Use
#11377 posted by ijed on 2011/08/07 14:37:26
The hipnotic progs.
I think it works with a trigger_gravity or something like that.
Easy peasy.
1/ Water tint is still present despite wateralpha set to 0
=> Is it possible to remove it and make water as transparent as space emptiness ?
Have you tried gl_polyblend 0?
Hhhmmmmm !!!
#11379 posted by JPL on 2011/08/07 15:10:52
@ijed: I know Quoth has already a trigger_setgravity that can be used for low-g area... that is coming from hipnotic progs ! After some experimentation I made recently, it is acting exactely like sv_gravity, hence the player cannot move up and down like I'd like to.. anyway, thanks to remind me this stuff.
@ontruepurple: I tried it, and it works perfectly ;) Thanks a lot for the clue ! no remains the sounds issue :D
Necros
#11380 posted by JPL on 2011/08/07 15:31:07
I tried replacing the water related sounds by mine, but it failed pathetically with a message claiming I was not using a registred version of Quake...
Actually I tried to add a sound/player folder in which I put empty files in place of some of the related water wav files, keeping the original name... I don't know wether it is like this you were thinking about sound replacement: can you elaborate how you would do it please ?
Mad Fox
#11381 posted by madfox on 2011/08/07 19:07:59
replacing the excisting wav files by silent ones with the same name...?
#11382 posted by necros on 2011/08/07 19:09:57
well, first, an important thing is to vis your map (using aguire's vis) with -noambientwater. this stops the engine from playing the ambient water sound.
next, make silent sounds for:
misc/h2ohit.wav
misc/outwater.wav
misc/water1.wav
misc/water2.wav
player/h2ojump.wav
player/inh2o.wav
for these sounds, just copy misc/null.wav (in pak0.pak) and rename it.
now, you will need to make some custom sounds for these:
player/h2odeath.wav (maybe just replace with a normal death sound)
player/drown1.wav
player/drown2.wav replace these with maybe normal pain sounds or maybe the doom3 vacuum choking sounds.
player/gasp1.wav and gasp2.wav... maybe can be left alone.
Empty Files
#11383 posted by madfox on 2011/08/07 19:12:25
are that real waves with data of silence,
or just files that have that name but consist nothing, like changing an empty *.txt file into a *.wav?
No
#11384 posted by necros on 2011/08/07 19:13:59
they are just sounds that are very short and silent.
if you put a .txt file, it will not have the header information that denotes a .wav file and you'll probably at the very least get warning messages or even crash the engine as it tries to read the thing.
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