Ex-rmq Monster Spawning
#12878 posted by gb on 2013/05/04 23:50:39
I think the RMQ monster spawning was based on Scourge of Armagon, Drake and some of Necros' stuff in Chapters.
Not sure how much Chapters / Quoth has taken from Scourge of Armagon, but I reckon SoA was the first mod to do the monster spawning stuff.
I believe there is some SoA and also some custents in Quoth, or at least in Chapters.
By the way, some of that code is horrible, especially where it clones an entity. There are engine extensions MUCH more effective for that purpose... and faster. But it depends on the target engine.
#12879 posted by gb on 2013/05/05 00:36:31
... just like entity alpha. :-p
#12880 posted by necros on 2013/05/05 02:49:59
The original spawning code borrowed very heavily from hipnotic.
I used custents for that first map I made. It's a great mod with a lot of interesting things in it, but you are better of picking and choosing things from it rather than using the whole package because there is so many things you probably won't need.
it's also a great mod to see some things that are not in stock progs.dat and can give you some ideas for other things like the mechs and security cameras, or the new gun.
Q3map2 Sunlight Entity Problem
#12881 posted by Spiney on 2013/05/07 17:51:28
I'm stumped on this.
So I've made a light entity and pointed it to a info_null with targetname "pointsun".
It's got the _color and _sun tags set. No spawnflags.
At first it flat out refused to work, and now suddenly it turned into a big pulsating light out of nowhere? What the hell am I doing wrong?
#12882 posted by Spiney on 2013/05/07 18:00:00
Okay, apparently I had something else pointing to it. It's a sunlight now, but it's still flickering. I thought vanilla Q3BSP didn't support lightstyles?
#12883 posted by Spiney on 2013/05/07 19:24:00
Hmmm, seems like a compiler fluke in the generated shaders. No idea how this got in here.
// Q3Map2 custom lightstyle stage(s)
{
map $lightmap
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 0.5 1 0 5.37 // style 32
tcGen lightmap
tcMod transform 1 0 0 1 0.00000 0.50000
}
Bah, that took too long to fix :(
#12884 posted by gb on 2013/05/07 22:07:32
Use a sky shader for sunlight. :)
Alpha Mask Textures
I know RMQ engine supports masked textures (to make fences and such), but which other engines support it?
#12886 posted by gb on 2013/05/08 01:18:05
DirectQ.
#12887 posted by gb on 2013/05/08 01:19:39
And FTE, I just checked.
Yeah..
I had a look anyway after I posted. It seems this is a standard feature of RMQ and anything that forked from fitz after a certain point.
Gb
#12889 posted by Spiney on 2013/05/08 02:28:05
Yeah, using sunext and skylight now with all the bells and whistles :)
Deathmatch Map
#12890 posted by mechtech on 2013/05/08 16:17:49
While waiting on the Quoth update. I'm thinking of doing a DM map. I want bot support because I don't DM. What would be the best bot to use? I want to use waypoints.
Frikbot
#12891 posted by ijed on 2013/05/08 17:17:47
Has a nice waypoint system.
You build it in-game by placing points then dump it to an external .way file that you bundle with the level.
Ijed
#12892 posted by mechtech on 2013/05/08 17:50:04
Sounds good. I think I played with that on a few years ago.
GTKRdiant 1.4/1.5 Elevator
#12893 posted by Blueultima on 2013/05/12 08:11:12
Hi iam just wondering if there is anyone can tell me on how to make an elevator lift that i make? I know it is a noobish question but you can contact me on x-fire blueultima thank you for anyone able to get back to me.
Func_plat
#12894 posted by negke on 2013/05/12 09:23:59
Build the elevator in its extended position (up) and make it a func_plat. If it has a cylinder to the bottom, you're set. If it's a floating elevator, set its height key to determine the moving distance to the ground.
With the plat_low_trigger spawnflag, it can be made to only start moving when stepping onto it from below, otherwise it will also start moving if you jump down the shaft.
The Power QuArK
#12895 posted by JPL on 2013/05/16 22:14:19
#12896 posted by - on 2013/05/17 00:26:36
Any tutorial that starts with 'set the grid to 1 unit' should be cause for alarm. Nothing about those pipes are done correctly.
Haha
awesome scamps...
I have to say I really should get some pipe prefabs made up (especially if I do any more base maps). It'd be nice to have a 2d brush shaper/rotator tool like in UED.
#12898 posted by roblot on 2013/05/17 01:34:22
I didn't see anything wrong with the tutorial's end result though. Quark users should check out:
http://quakeone.com/forums/quake-talk/other-games/5783-hexen-ii-community-work-discussion-90.html#post127434
follow the links, could be useful. Grid at 1 unit shouldn't be a problem. I'm making brushes at 0.2 units max thickness, all on grid for .bsp models.
#12899 posted by necros on 2013/05/17 02:07:40
i didn't know arghrad had phone shading:
Arghrad's Phong shading feature allows smoothing on rounded shapes. Two conditions are required to obtain this effect:
- each face must have a light value >0
- the texture must be wrapped without break
I think better criteria would be to have some critical angle on which phone shading would be applied (let's say 45 degrees). I wonder if that could be added to other light utilities?
Necros:
#12900 posted by metlslime on 2013/05/17 02:16:39
that's how q3 light tools do it.
Arghrad works but is very manual, you can effectively make any edge "soft" or "hard" by carefully setting adjacent faces to have the same or different light values.
#12901 posted by slapmap on 2013/05/17 22:09:03
Apparently Quark doesn't fuck up on rounding float-point like most other editors do.
Necros: Q1rad does that (essentially a HL light compiler made to work with Q1 BSPs)
@JPL
#12902 posted by mfx on 2013/05/18 00:43:09
yeah that�s neat!
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