Making Floating Text (q1)
#12747 posted by darkhog on 2013/04/08 13:42:08
I'm playing around with TrenchBroom editor and I'd like to make at some places floating text, like in main game (You can jump over ther, this hall selects easy mode, etc.).
Also I'd like to know how to make custom episodes.
Triggers...
I think you can do a trigger_multiple with a message key -
http://www.quakewiki.net/archives/worldcraft/entity/standard/std9.shtm#5
I'm not certain though, never done it before.
#12749 posted by darkhog on 2013/04/08 15:41:26
Thanks!
Re: Floating Text (q1)
#12750 posted by Rick on 2013/04/08 16:19:01
Yes, use a trigger_multiple and put your text in the message key. Be sure to add a delay so that the message doesn't repeat constantly if the player happens to be standing directly in the trigger. Somewhere around 10 - 20 seconds is a good place to start. If the message is long, you can make it wrap to multiple lines by inserting a \n where you want it to break. Also, the message key can be used with other entities that are triggered, like doors.
Message Key...
#12751 posted by than on 2013/04/08 16:29:52
You can use the message key on various things to print messages when the player touches them or triggers them.
trigger_once - will print the message once
trigger_secret - will print the message when the secret is found
trigger_multiple - will print the message every time the player touches it
func_door - will print the message only if it is locked and the player tries to open it.
trigger_relay - will print the message any time something triggers it
There are probably a few I've missed, but those are the most often used.
#12752 posted by necros on 2013/04/09 00:54:02
should the wiki or even a link to the mapping section of the wiki be added to the top of this thread?
Finding Stuff
#12753 posted by sock on 2013/04/09 15:22:30
It still amazes me how difficult it is to find stuff for Quake. I recently wanted to see how Rogue (mission pack 2) did there stuff and finding their QC files is really hard work. I even tried de-compiling their progs but had loads of problems with weird error messages.
After a long time searching I eventually found THIS and it is perfect! Loads of sample maps and all of the extra files needed to see how it works. If you want to use any of the mission pack stuff in your maps download this zip!
URL: http://super8.qbism.com/2011/12/quake-c-custom-entities-custents/
Custents
#12754 posted by than on 2013/04/09 16:17:08
yes, it is pretty amazing. I wonder why nobody has really used it though? I mean, you can have funcs containing water ffs. How cool is that?
erm... I just realised that's not what you are talking about. Seems that I was thinking of this:
http://super8.qbism.com/2011/12/poxs-goodies-extras-quakec/
http://quake.chaoticbox.com/
Fullbright Removal
I've made a few new textures for my map but I have some fullbrights on it that need removing, for some reason tex mex isn't removing them, are there any other programs that do this?
You Could Try Wally
#12756 posted by RickyT33 on 2013/04/09 17:34:20
http://www.quaketerminus.com/tools/wally_155b.exe
You might have to do it manually though, not sure.....
Hmmm
I figured out a way to remove fullbrights using paint shop pro (yeah I'm still rocking this program)...
Just made all the bottom palette row a garish bright pink colour, all I have to do is load pink palette first and then the quake palette (whilst maintaining indexes) and it's all hunky-dory.
#12758 posted by negke on 2013/04/09 19:30:18
TexMex can remove fullbrights - or at least show you which pixels are, for manual fixing.
Texmex
didn't work mr negke... infact the new way using PSP7 is actually fool-proof (can't believe I didn't do it this way before!)
#12760 posted by darkhog on 2013/04/10 03:31:45
So I'm outta to make some textures for my maps. Do anyone have quake palette in Photoshop format?
#12761 posted by - on 2013/04/10 04:57:14
http://quakewiki.org/wiki/Quake_palette
There's a zip there containing the palette in several different formats
TexMex
#12762 posted by than on 2013/04/10 06:44:57
as Negke says, it can remove fullbrights.
As far as I know, there isn't a fullbrite removal tool, but there is a "use fullbrites" option in the preferences that stops TexMex from using fullbrite colours during image conversions. To remove fullbrites from an existing texture, you might have to copy and past the texture back into the wad (shift+ctrl+c then shift+ctrl+v).
By The Way
#12763 posted by than on 2013/04/10 06:47:50
I use Photoshop for editing id textures, and when doing so I make sure I use the pencil tool and disable any kind of brush dynamics or smoothing so that you know that the colours you sample are being replicated exactly when you paint. I do this, and then find that I don't need to disable fullbrites.
I guess if you paint with the Quake palette it's fine too, but I don't really know any good 8-bit workflow in Photoshop.
TexMex
again than, I used the remove fullbrights thing, even did the copy paste trick and it didn't work. It removed the bottom row but not the second bottom for some reason.
darkhog, my advice is if you're making your own textures then work at least 2x the size you need and make a swatch using the palette. I wouldn't worry about the brush type too much as it will probably get lost when you downsize anyway. And watch out for fullbrights! :P
Hi Guys
#12765 posted by mfx on 2013/04/10 16:47:35
short question, how can the quoth-vermis be moved around?
or how can i spawn it.
Before The Editor Opens Map Layout
#12766 posted by mechtech on 2013/04/10 17:02:20
Found this tool. Might be helpful to put ideas down before you fire up the Quake editor. Built more for adventure game layout put looks powerful.
http://autorealm.sourceforge.net/
Mfx
#12767 posted by than on 2013/04/11 01:36:22
Autorealm
will never replace my pencils and grid paper!!1
Thanks Than...
#12769 posted by mfx on 2013/04/11 10:23:12
#12770 posted by necros on 2013/04/11 13:00:58
You can attach vermis to a rotating train... Google this site for posts by me on this topics.
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