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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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Static Entity & Light 
After turning my static entity of the tessla coil in game only Fitzquake has the brightened light model option.
Playing it in glquake or joequake gives the darkened bolds as black lightning.
I know the models are always bright in Fitzquake, other engines not.

Is there a way to make them bright lightened too?
I used the overbright pallet for skin, but in game they turn black again. 
I Did Two Entities Light 
{
"classname" "light"
"spawnflags" "1" // start_off
"target" "t1"
}

{
"classname" "light"
"target" "t1"
}

If I specify the same target, the two lights initially are turned off. If the target is different, then everything is fine. Why is it so? 
 
Each unique targetname on a light is mapped to a lightstyle. Lights of a style turn on/ off as one. Same targetname means same style. 
Ok, Thanks 
 
R_speeds In Quakeworld? 
What kind of poly count should i aim for in my maps? ok/max values?

At what point does it start to not draw brushes? 
 
"func_door" without "targetname" property. Function "LinkDoors" (doors.qc) create a trigger for opening the door. But the trigger box is big and I did trigger_multiple. But now the monsters can not open this door. Can it be done in a different way? 
 
yes, i believe you can replace the trigger_multiple with an info_notnull brush entity, and give it a touch key 'multi_trigger'. and set up the rest of the keys like you would a trigger_multiple. 
 
I tried to do
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"solid" "1"
}
This is not working. I also added a "use" = "multi_use" but it did not work too

I tried
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "door_trigger_touch"
"solid" "1"
}
It does not work either. I can set all properties for use "door_trigger_touch", but I can not set property "self" as done in the "spawn_field" (doors.qc). Other ideas? 
 
It also needs "think" "InitTrigger and "nextthink" "0.2". No "use" or "solid" field. 
Err Wait 
It does need the "use" field as well. 
Don't Understand 
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"think" "InitTrigger"
"nextthink" "0.2"
"use" "multi_use"
}
It's not worked. And for player too. 
 
did you put a brush in the entity? 
Yes 
 
 
try giving it a positive wait? 
Wow! It's Worked! 
necros, negke great thanks! 
 
...and this worked without "use" 
Maybe A Stupid Question 
Is it clever to change all clip brushes in a map into (one) func_wall?
This for vis time shortening. 
 
clip brushes have no effect on vis afaik. Only brushes that are in hull0 (the visible hull) effect vis.

If you are talking about putting SKIP textured brushes into 1 func_wall, you probably could without it mattering too much since they are invisible anyway (so flickering is irrelevant).
Skip textured brushes in the world DO affect vis since they are only hacked to be invisible, but are still part of hull0. 
 
Also, you can't put only clip textured brushes into a bmodel entity. You need at least one brush that is not clip. Also, the clip brushes will only be solid in the mins/maxs of the visible brushes, so you'd actually need to have two brushes at the opposite extremes of all your clip brushes. 
Also... 
clip brushes actually reduce clipnodes (in many cases), and have no effect on vis or r_speeds, so you're only making things worse by putting them into a func_wall. 
Vis Time 
Thanks for advice.

I thought if normal brushes in func_wall overide vistime, then why clipbrushes not.

My last level4 vis is 23h15. I was looking for ways to minimize this, but as it is such a
cramped map I don't think it will work. 
 
Trigger is made ​​from info_notnull has turned a unique. He responds to any entity. Such as boxes of ammunition and fireball :) 
I Got My Telly Crossed... 
For some reason all my teleported entities get a wrong angle in their target path in game.
I thought the path_corner would get its angle for showing direction of the entity in game.

I tried the teleporter angle which should be off.
I tried the entity in the teleporter.

They all come teleported in on a wrong angle. 
 
is this with a mod? 
Nope 
No, it just happened after some last addons in my map.
Square hide out for monster teleporting in game.
I placed about 10, deleted the angle in func_teleport, made a path_corner to teleport to and gave this the angle I wanted the entity to look at.
They all go right.

Then I added another ten, and to my surprise they all have the angle 0, no matter what angle I give the path_corner.

Then I thought, no also delete the arg "angel" in the func_trigger complete but no matter.
The last 10 decided to go off angle.

I'm chequing if I forgot one path_corner giving an angle, but it looks fairly strange. 
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