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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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negke: It wasn't permanent and it wasn't completely smooth either since the view angle is not preserved when you flicker in and out of the powerup closet. 
Dangerous Slime 
I assume the compiler is adding water/slime/lava sounds to my map. For some reason slime and water both use the same sound so it is not easy to determine if a liquid is dangerous or not. (besides making the texture glow green!). Does anyone have some acid burning sounds to play as ambient? What does everyone do for slime? How do you show it is dangerous? 
 
I've usually used a distinctive texture.

You could also add your own ambient sound emitters with a more distinctive sound.

You could also add signage that says "danger! toxic slime" near the slime pits. Or maybe skeletons floating in the slime, or floating dead fish on the surface.

Really, I question the decision to use a non-obvious texture in the first place. Do you have a good reason for doing that? 
 
I am using a slime texture and it is green, but I am also using water alpha of 0.6 and this makes the slime look watery. Quake also makes this more of problem because it plays a water ambient sound which does make people think, 'that is green water!' :P 
 
I assume this is about the slime in ITS? The texture is quite obvious - at least it's one of those the somewhat experienced player recognizes as slime from the original levels. However, this is obscured by the automated wateralpha which makes the texture harder to distinguish from regular dirty water. In this sense, the dark green slime texture may be better than the brighter one. Or a sizzling sound could help, although it would probably have to be dynamic as metl said. Or, since you introduced particle effects to a lot of objects, what about subtle green particles (bubbles) above the slime surface, around the edges, or around things that touch it (floating goo, some sort of residue from something that melted there earlier). 
 
nothing to add but FYI the lava ambient sound is not implemented. There is code in the compilers and in the engine too, i think, but it doesn't do anything. :( 
 
To be honest this is something I am surprised has not been mentioned before and probably why czg made his slime/water so dark coloured so it looks more solid and dangerous. The side effect of water alpha in engines is that dangerous liquids can look like coloured water. It is a shame the water alpha is not specific to liquid types and not across a whole level.

I am also surprised how the stupid quake engine plays a water sound for slime when it should be a burning acid sound. Luckily I got some feedback from someone who does not play quake and it is a valid point. 
Just A Thought... 
I made a static model that you could use as a placeholder
to give another character to the slime.
ripple

It's a small model on 2 x 4 64 units, and can be used with every texture to create a ripple shape.
download 
Sock 
It's unfortunate, sure. But is it really that much of a problem if a single player gets surprised by it? You could file it as a learning experience. 
Sock 
Bright green goo on the surrounding textures maybe? 
 
@Madfox, for some reason that ripple model looks strangely erotic, but thanks for the idea.
@negke, well I have added an acid burn sound, painted the walls green to match the slime, mentioned it in the books nearby, changed the water alpha to be thicker. The next step is putting warning signs up, I suppose I could create a medieval danger sign! :) 
 
Have an Ogre visibly pee in it, no sane person would dive into after that. 
 
If only Romeo had made that pee animation ... 
Slime 
One feature in the RMQ engine is separate values for:

wateralpha
slimealpha
lavaalpha
telealpha

Would be nice to see that ported into other engines. 
Func_rotate_train Custom Sound 
Using Quoth. I can add custom sounds to path_rotate. Can func_rotate_train have a custom sound? My FGD shows sounds 0(none) or sounds 1 (ratchet) 
Custom Func_rotate_train Sounds 
Yes, you can override either of the sounds by setting the noise and noise1 fields on the entity directly.

Also, re: the slime question, you can add an func_illusionary brush with a slime texture if you want opaque slime. You can add it a little bit below the waterline and get a layered effect, and you could even apply alpha to the entity if you just want lower transparency. 
Thanks Preach 
noise1 is the train run sound. Works well now just 1 more question. path_rotate plays the sound. As the train hits a path_rotate the sound is restarted (if not looped). How do I make some path_rotates not effect the sound? 
Sounding Out 
The path_corner will always trigger some kind of sound when you hit it, there's no way to keep a looping sound going smoothly without it restarting. The path_corner does have the ability to replace the train's sounds, so if you've got a non-looping sound, the trick to preventing it re-sounding at the path_corner is to give that path_corner the noise "misc/null.wav". You then have to make sure you restore the sound at the next path_corner you want to hear it from - the sound is overwritten from that stop onwards! 
Sorry For My Ogrografic 
 
Once again without the text please. That is hilarious! 
Peeeeee 
 
 
I'm ashamed. 
Weeee 
Good for an intermission camera shot:) Ogres pissing off the castle battlements 
Hahahaaaa!!!! 
 
XD 
Also good for letting the ogre pee on the player if he gets killed. 
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