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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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Nehahra Is GL Only 
Which is where Neh Nekkid (software version) comes in, but Mindcrime never released that. 
i know! get a model program and open up the player.mdl from the pak0.pak

now, delete all but one triangle from the model. 
Thanks For The 
suggestions, I'd hoped that there was an easier way like an engine cvar.

I started to fiddle with the player.mdl also but realized that if I do that, I can just as well fix it in QC (and actually fix some other problems too). 
Sweeping The Bodies Under The Carpet... 
I can't remember if this is the case with player bodies, but if they're removed on a timer, you could set host_framerate to a very high value(say 10000) so that time passes very quickly. Otherwise the qc method works well too. 
Fraid Not 
Bodies disappear at the rate that the player spawns - there's a body queue of about length 4 to which new bodies are added. 
How About... 
setting r_drawentities to 0? 
The CopyToBodyQue 
in the respawn function was what I commented out to get rid of the bodies without any obvious side-effects.

r_drawentities affects also all ammo, weapons etc so it's too coarse, I want the shots to look as original as possible.

I'm now trying to make the player rotate in any deathmatch or monster position for each suicide, but it seems tricky.

Is there an explanation of all variables/members (e.g. entity.chain) and lower level functions (e.g. find/findradius) available somewhere? 
There's A Qc Manual Out There... 
sadly, i don't have it in electronic form anymore... 
Right After 
I posted I realized that maybe I should try Google first ...

Anyway, I found one here http://www.gamers.org/dEngine/quake/Qc/qc-built.htm . It appears to be what I was looking for. Together with the Inside3D tutorials, I hope it'll be more clear. 
Animated Texture 
I have a little problem, a basic one perhaps because I'm a beginner in Quake mapping... anyway... I want tu use some "animated texture": I mean a texture defined with several different one that performs an animation in the game, for example a flame on a wall (see +0light01 +1light01 +2light01 in ID software Light basic textures). I select the first texture (hopng the compiler to "link" the 2 others with it) and I certainly missed something, because during the game, there is no "animated" effect on the concerned brush..
Is there anyone who can help me please... 
Well 
try applying other frames on the faces you won't see in the game but these frames will be included into the bsp file...
i do that all the time, compilers i use never add other frames. and i'm not sure if they should... 
Surely... 
...surely compilers really ought to add all the animations into the map by themselves - there's no time when you're using an animated texture when you don't want it to animate, is there? 
Animated Textures 
Clearly, I want to use an animated texture, and keep the animation feature during the game !! My problem is the animated texture is blocked on the first one, and the "animation" is never performed...
Am I missing something in the compilation option or something else ?? I don't know, so any advices is welcomed 
Bleh 
as i said, apply other frames of the sequence on some brushes in your map and you'll get the animation working... just apply them on the faces that will get cut off by qbsp.exe and won't be visibl ein the game. but they'll be used by the button, etc.. 
#@*%&@## !!! 
AAAaaaahhhh !!! It's not a bug it's a feature !!! For the compiler: having in its texture list the missing ones for the animation is a turnaround.... So even if some brushes are cut and not used, but textured with those required for the animation, the brush that uses the animated one will have a complete list and then the game will performed the required effect ... OK, I understand now... I'm sorry... but sometimes for me, understanding quickly says to past a long time in explanantions... ;-) !!
Thanx
Bye 
Yeah. 
it's a stupid bug in earlier compilers...
aguire's treebsp fixes that too 
Hmmm 
i use bengt's qbsp and it doesn't picks other frames anyway.... dunno why. 
Oh 
DuBSP does it okay. 
Animated Textures 
I'm certainly no expert on these, but the compiler definitely checks for texture names that begin with + and adds the extra frames as necessary. You can easily see this in the compiler log Added x texture frames.

Vondur: Versions of TreeQBSP prior to 1.95 (that includes DuBSP) doesn't show this message unless in -verbose mode. TxQBSP has always shown them. See also latest readme.

You don't have to apply the extra frames anywhere in the map; just make sure that they are in the wad you're using, otherwise you'll get a warning.

I just tried it in a box map, apply the first of the animating textures (+0xxx) and the compiler will fix the rest. 
Can Anyone Explain Me 
what are clipnodes? What increases their amount apart from number of faces?

I heard about the clipnodes limit of about 32*** and just want to be carefull now. 
Has... 
...anyone had a crack at modifying CZG's Worldcraft quake.fgd to include Bengt's new lighting options? If yes, might you kindly make it available? 
Hey Couple Things 
Pulsar: Clipnodes are simply clip surfaces. Each surface exposed to the inside of a level (not the void) clips the player (he can run into it, over it, etc). In DM maps, people often cover intricate areas (ruined bricks for example) with a wide brush with the clip texture. The clip texture makes a brush using it clip as normal (blocks the player that is), but is invisible in-game. If you're still confused, let me know (My latest maps all original have run over the clipnode limit). I owe aguirRe a lot for helping me out with this.

And, hey: does anyone want to do a bit of work for me modifying weapons models? I'd do it myself, but my qME must be an inferior version or something since all I can do is view, not change anything on the models or alter any animations (argh). 
To Clarify 
If a bunch of brushes overlap without any space between them, that doesn't clip since the player can't go there. That's why clipping brushes lower the amount of clipnodes - a surface with 25 tiny little bricks all the same height on the ground, could be covered with one clip brush and would then clip as one brush rather than as the 5 sides exposed on each brick. 
Tronyn 
Mail me what you want doing with those models. 
Texture Application 
Hello, thanks to those who helped me for my "animated textures" problem yesterday.. Just another thing: when you apply texture to brush, it's possible to choose a scale factor to reduce/increase texture size.. I'm just looking for an easy way to choose this scale factor and anticipate the "game view" thet will performs. Is there someone who can give me some advices conerning this topic ??
Thanks 
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