No
#12203 posted by
negke on 2012/11/04 14:39:55
But you can killtarget it after use, maybe even by the monster itself. (*)
(*) Not sure if Quoth fixes this, but normally, unlike other entities, monsters can't just have a killtarget, they also need a dummy target for the former to work. In this case, both could point to the trigger_monsterjump.
Triggers
#12204 posted by
mechtech on 2012/11/04 18:47:40
I used a trigger_once killtarget
trigger_hurt, trigger_monsterjump and trigger_push could use more control. Quoth has better control for trigger_hurt. Be cool if they had playeronly/monsteronly, target and count.
Monsterjump
#12205 posted by
ijed on 2012/11/04 19:41:02
Has a lot of potential - ONLY_MELEE for example.
Count is a good idea, and I always liked the Drole Rage thing as well.
Oh,
#12206 posted by
ijed on 2012/11/04 19:42:32
And just being able to toggle monsterjumps on and off would be cool.
Taking the melee only thingone step further this would allow for climbing fiends.
Just sayin :)
Texture
#12207 posted by
Fern on 2012/11/05 00:03:21
I could have sworn I saw an animated texture of burning coals but I can't remember what map or .wad it was in and cba to check every one right now. Anybody know off the top of their head what I'm talking about?
#12208 posted by
necros on 2012/11/05 00:05:24
you're not talking about the doom texture with the kind of veiny glowing hardened lava?
That's What I'm Using Right Now...
#12209 posted by
Fern on 2012/11/05 00:21:29
but I don't think so
Make One?
#12210 posted by
ijed on 2012/11/05 01:13:58
It�s pretty easy to get the colours right with photoshop and the curves set that Kinn did, not sure where to find that though.
Wasn�t there a glowing coals tex in one of Tronyn�s older projects?
Rapture
#12211 posted by
ijed on 2012/11/05 01:21:39
It was called. Not sure about the texture though. Just remember that the last level was a no monsters credits thing with some rocks in glowing lava for the player to clamber around on.
Might have to play that one again...
Here�s the link to the curves as well, courtesy of Quaddicted:
http://www.quaddicted.com/files/tools/photoshop%20curves.rar
Texures
#12213 posted by
mechtech on 2012/11/05 15:27:04
http://www.cgtextures.com/
Site has some good textures. Not Quake ready
Well...
#12214 posted by yourmom on 2012/11/08 22:50:03
Ehhhhhh Blow Me :P
#12189 posted by Fern [63.231.65.70] on 2012/10/28 00:29:22
No seriously I was going to do that anyway...
GTKRadiant And Q1
#12215 posted by
Jago on 2012/11/09 03:36:34
I see that with GTKRadiant 1.6, the developers have dropped support for any and all games except for Q3/QL/ET and Urban Terror. What version of Radiant are the Q1 mappers using these days, GTKR 1.5? NetRadiant? Something else?
Stoneage Editing
#12218 posted by
sock on 2012/11/09 19:51:59
I am using 1.3.8 (SD version of radiant) with a special entity.def and various shader files to remap all the textures to the root. I can't use 1.5+ because of the Intel video bug.
#12219 posted by
wakey on 2012/11/09 21:40:15
Also using 1.5.
Works like a charm imo.
So They Put The Doggie Cure In The Cheesecake?!?
#12221 posted by
RickyT33 on 2012/11/11 17:02:13
Well that is a striking concept. My dog would never say not to a piece of cheesecake I'm sure.
Tronyn
#12222 posted by
negke on 2012/11/12 20:57:11
I'm looking for the source of a certain texture. Can you remember where you got the crate texture named f_051 from? Light brown wood. It appears in autumn.wad, for example.
...
#12223 posted by
Fern on 2012/11/14 07:54:44
SV_RecursiveHullCheck: node number 34226 outside 53513 - 54143 for edict door, model *48
I'm not actually looking for help with this, I just thought it was an awesome message.
Latest Build Programs
#12225 posted by Ron on 2012/11/20 10:18:28
Hi,
Does anyone know where to find the newest or best qbsp, vis and light programs ? For Quake (worldcraft), I mean.
Thanks !
Thanks
#12227 posted by Ron on 2012/11/20 11:20:16
a lot !