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Yeah,
#93 posted by necros on 2003/02/24 18:49:23
i was doing that.
except, the q3 compiler seems to be more tolerant to leaks or the q1 compiler was picking up ones that aren't considered leaks in q3. (q3 has the super complex geometry, which sometimes kills q1 compilers)
so yeah. it works.
#94 posted by Vodka on 2003/02/24 22:53:57
Other editors can also load leak files and display where leakage goes (not as good as gtk tho)
Message Breaks
#95 posted by . on 2003/02/27 00:05:12
I know there's a way in worldcraft to put in a line break in Messages i.e. in trigger_multiple - but what is it?
If I Had To Guess
#96 posted by pushplay on 2003/02/27 02:01:45
It would be \n.
Tried...
#97 posted by . on 2003/02/27 03:38:51
that, didnt work
Yes, But Is It REAL Goat Jizm?
#98 posted by R.P.G. on 2003/02/27 11:57:39
Try using this:
/n
.
#99 posted by daftpunk on 2003/02/28 09:14:50
lol
Missing Items..
#100 posted by . on 2003/03/01 04:36:17
How do I remedy missing ammo/weapons/items in maps? For instance I have some ammo beneath spotlights and some don't show. I could reposition, but I like them under the spotlights...
using Worldcraft
Hmm
#101 posted by nonentity on 2003/03/01 07:59:59
Are they by any chance next to walls, since WC has a problem, where the in editor placement is actually 16 units off of the actual placement on both the horizontal axis.
Worldcraft Has Broken Item Origins
#102 posted by nb on 2003/03/01 08:01:02
I think metlslime or somebody has a fixed .fgd. In the mean time, try putting the lower-left corner of each box where you want its center should be.
Bleh
#103 posted by . on 2003/03/01 08:03:46
yeah tried somethin like that, dunno, i just totally re-arranged the item placement.
expect PH8DM1 to be up tonight. it was originally my coagula map but i just pulled it all from my ass and had no idea where it was going but it makes a decent DM.
Heh..
Sometimes
#104 posted by daftpunk on 2003/03/05 08:59:16
i thought they "fall" through stuff. i had it when using the same map for q1 and q2 (same rmf, different textures and compilers). never had it otherwise...
Monsters Dropping Items
#105 posted by . on 2003/03/13 09:44:19
Is this possible? How?
To Elaborate...
#106 posted by . on 2003/03/13 09:44:55
I mean when a monster is killed, lets say it drops an item such as ammo or a key, etc.
You'll Likely Want To Edit The Code...
#107 posted by Wazat on 2003/03/13 10:33:41
There's a way to do some dropping but not all using just the map editor. Grunts, ogres and enforcers drop backpacks, which means you can give them anything that gets passed on from players through backpacks: weapons and ammo. Unfortunately, these monsters directly set the amount of ammo they have for their own weapon, so there are certain ammo's you can't set for certain monsters.
Grunts can carry any ammo except shells (they will invariably have 5 shells in their backpack no matter what you set it to).
Enforcers can carry any ammo except cells.
Ogres can carry any ammo except rockets.
To set the ammo values, use these:
ammo_shells
ammo_nails
ammo_rockets
ammo_cells
The 3 monsters can carry any weapon you want:
float IT_AXE = 4096;
float IT_SHOTGUN = 1;
float IT_SUPER_SHOTGUN = 2;
float IT_NAILGUN = 4;
float IT_SUPER_NAILGUN = 8;
float IT_GRENADE_LAUNCHER = 16;
float IT_ROCKET_LAUNCHER = 32;
float IT_LIGHTNING = 64;
Simply set the monster's "weapon" value to the number you want (note that in most mods dropping an axe or shotgun is pointless...).
Unfortunately, if you want to drop keys, runes, or other tidbits, or you want any monster to be able to drop them, you're going to have to edit the QC code so that the drop backpack function in items.qc includes keys and runes for monster deaths (or preferrably creates another dropped item that looks like the key, so that it's not hidden in a backpack!). You'll also want to make sure that your dropped key will never delete itself or dissapear...
Thanks But.....
#108 posted by . on 2003/03/13 12:59:17
I know nothing about C++ much less Quake C, lol. Oh well, I'll just.. figure an alternative.
Phait Get My Dropit QC Plugin :)
#109 posted by [Jimbo] on 2003/03/17 16:03:14
Help Find Textures
#110 posted by PuLSaR on 2003/03/17 17:52:44
Does anybody know where can I find dinosaur age themed textures or anything like that (cave textures, stones, bones, swamp, etc)
I've got some ideas about Q1DM map and need some textures for it.
PuLSaR...
#111 posted by distrans on 2003/03/17 18:52:25
Would the "Tomb Raider" textures on Fatty's site be of any help?
� CLIP �
#112 posted by Leafface on 2003/03/17 18:56:45
There's one thing I still don't get about BSP's, and it's really a shame to ask this after 4 or 5 years mapping, but
I still don't know how to make CLIPs. CLIPS WITHOUT A BRUSH. I can't believe that every mapper that use clips manipulate the .map files manually or tell QBSP to skip leafs or Idonno. Almost everyone knows how to separate a clip from its brush but me. And it's very embarassing, coz I know that it's a mostly basic thing in mapping.
Please help!!
Distrans
#113 posted by PuLSaR on 2003/03/17 19:14:35
Thanx. I'll take a look
Something Very Strange...
#114 posted by necros on 2003/03/17 19:41:07
if doing a -fast on vis is fast, and a -level 4 is slow, than it stands to reason that a -level 1 should be faster than -fast but slower than -level 4.
well, doing a -level 1 on my map gives an estimate of 298 hours (!), whilst a -level 3 gives an estimate of 6.5 hours.
i'm not really seeing the logic here... any reasons?
i'm using aguiRe's modified RVis+
Oh...
#115 posted by necros on 2003/03/17 19:42:31
one more thing, and this question is directed to aguiRe... why do the percentages sometimes jump back down... for instance:
Full: 36.0%, Elapsed: 17:37, Left: 1:03:38, Total: 1:21:15, 21%
Full: 37.0%, Elapsed: 20:27, Left: 1:43:15, Total: 2:03:42, 16%
Full: 38.0%, Elapsed: 21:41, Left: 1:42:59, Total: 2:04:40, 17%
Full: 39.0%, Elapsed: 22:57, Left: 1:48:26, Total: 2:11:23, 17%
Full: 40.0%, Elapsed: 24:54, Left: 1:29:00, Total: 1:53:54, 21%
Full: 41.0%, Elapsed: 27:28, Left: 1:53:44, Total: 2:21:12, 19%
Full: 42.0%, Elapsed: 30:09, Left: 2:19:12, Total: 2:49:21, 17%
Full: 43.0%, Elapsed: 33:48, Left: 2:49:06, Total: 3:22:54, 16%
Necros
#116 posted by Tyrann on 2003/03/17 21:50:52
Well, I'm not aguiRe, but it's because the time remaining is only an estimate. The first percentage is like normal rvis+, the second percentage is the how much of the total estimated compile time has elapsed. When the estimate gets updated, this percentage figure jumps around with it.
Leafface
#117 posted by Tyrann on 2003/03/17 21:54:34
It sounds like you are confused about what clip brushes are.
A clip brush is just a brush that has the clip texture applied to all it's faces. When the map is compiled, this brush will be invisible, but you won't be able to walk through it. You can shoot through it though.
The things you are saying above don't make sense.
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