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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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Yeah 
All you need is the entity definition to make it and the mod to test it. 
Ricky 
Most compilers don't support HLWAD (Tyrbsp doesn't anyway). That's why I said that and it's probably why the docs for TqBSP specifically mention that is does support it, it's not a normal behavior for Quake BSP. I found that out when I moved the .wad files before compiling and ended up with a level that was all pink checkerboard textures. 
To Digs 
Digs: I think what you're asking is how you'd use custom graphics like console characters in the Quoth mod. I'm not clear if this is something you want to do personally or it's something that you're planning to go with your map (replicating the trick zerst�rer pulled to get the � character in quake is a potentially valid reason to need this).

What makes it difficult is that Quoth already has a custom character set in order to display e.g. the flashlight meter graphics. From a creative point of view it means you need to preserve the quoth characters in your custom set. There's a practical side too: Quoth has the custom characters in its pak files, which gives them highest priority.

So the ways of overriding that pak file priority are:
1) Opening the pak file and deleting the file, then placing your custom file in the directory.
2) Opening the pak file and replacing the conchars with your custom set directly.
3) Adding a pak file with a higher number (pak3.pak) having the custom conchars file within it.
4) Create a new mod directory, then run that mod using an engine that supports the "-quoth" command line command to import files from both your mod and Quoth.

Options 1 to 3 would be fine for personal use. 3 has the downside that sometime in 2016 Quoth 3.1 will come out and overwrite your pak3.pak file. 1 and 2 would need to be performed manually if you reinstalled Quoth. If you're planning this feature for the map release then 4 is probably the right approach, but bear in mind this still makes it a bit more effort for people to play your map, so you need to weigh that against the value of the custom conchars. 
Preach 
Yes, the fourth option a little more difficult for the users. But he is the best in my opinion. I will use it. Thank you! 
Quaketree 
Just because you're driving around in a mini-cooper doesn't mean that cars cannot travel above 200mph.

What version of TyrQBSP are you using (!?!?!)

I just compiled a map using tyrqbsp and .hlwads and it compiled just fine, textures intact.

Apparently this feature has been supported by tyrqbsp since April.

Not wanting to put any compilers down (past or present) I shall just say also, FYI, that there are a lot of Quake maps that would not exist today where it not for TxQBSP. IMO it had been the standard (i.e. the best) for a very long time, and was included with Worldcraft3.3-Quaked if I recall http://quakeone.com/qadapter/.

So, basically, I don't understand where you're coming from.... 
QuArK Pipes Tutorial 
For those who use QuArK, here is a pipe building tutorial link made by Felikkz7

http://felikkz7.free.fr/tuto_pipes.html

This is awesome... 
Yeah 
You�ve posted this already i think...
but its great! 
Shame 
that there isn't an easy option like UnrealED's 2d shape editor. You could do this with only a few clicks, literally takes less than a minute. 
 
While this is nice, patch meshes and Darkplaces probably get the job done too. I'll never understand why people don't use that stuff more to make Q1 levels. The results can look identical to those images. 
GTKRadiant With Q2 Mods 
I've always been a BSP guy, but I figured I'd give GTKRadiant another shot. I'm trying to get it to work with my Paintball2 mod (base dir: pball), but GTKRadiant seems dead set on using the baseq2 directory, even when I try to manually load a texture directory or set the base path in the project settings.

How do I make it uses textures from a mod dir other than baseq2? 
Possible Help 
I don't know about Q2 or GTK, but with Netradiant and Quake you put all texture wads in the id1 folder, nowhere else, and it finds them automatically. 
 
How do I make it uses textures from a mod dir other than baseq2?

Under "Project Settings", select "Custom Quake 2 modification" and enter the name of the mod's gamedir. 
 
"Custom Quake 2 modification" is not an option. The mods are all "Quake III" related. I set it to "Quake III modification" and set the fs_game to "pball", but it still keeps trying to use baseq2. 
 
Never mind. I guess it just had to be restarted in order to take effect. 
Fog And Trains 
Two questions.

Is there any way to set r_skyfog in the map?

Is there an easy way to change the sound on a func_train? 
No And Sort Of 
I'm not aware of an engine that allows setting sky fog independently from the normal.

All it would do in any case is apply a flat colour over the top, since sky has no distance... You can achieve the Same effect if you open the images in a graphics editor and apply a colour layer.

Trains have a 'sounds' key, which is just binary 0/1 which gives you silence (0) or the classic quake train(1) sound.

Changing this in the qc is pretty trivial, and many mods have already done it, usually allowing for custom sounds to be map defined. Extras r4 / pox mod springs to mind as having e best extended train functionality. 
R_skyfog 
Fitzquake has a r_skyfog and setting it lower than the default 0.5 does reduce the amount of "fog" applied to the sky.

I'm using a sky box that is a dark, cloudy, night sky with a large moon visible. Even small amounts of fog lighten the sky dramatically causing it to look not at all like night time. Changing r_skyfog to 0.2 is a big improvement. I've tried just using lower RGB values for the regular fog (0.2 .05 .05 .05 currently) which helps but reduces the normal fog effect to where it's almost unnoticeable. 
Ah, Didn't Know That 
 
Ah Ha 
Remembering how sock was changing gl_texturemode in his maps, a little research led me to this page at the Tome of Preach.

Looks like I would need to use a quake.rc file to set r_skyfog.

Tome of Preach looks like a great storehouse of Quake info. I think I'm going to just sit down and read it all. 
Preachs Site Is A Well 
of qc boundary pushing. highly recommended. 
Rich 
Yeah, if you're making your own mod then that's a good way to do it - but only if you need the same setting for all your maps!

Another approach is to have a custom QC entity which sends commands to the player's console during the map. This lets you build maps with different settings for the various console commands you have created.

Quoth already has an entity like this:
http://tomeofpreach.wordpress.com/quoth/tutorial/info_command/

It's the moral equivalent of the following QC code:

stuffcmd(player, "r_skyfog 0.3");
 
Yeah 
I only need it for this map because the skybox just looks bad with any amount of fog. I have a custom progs.dat but it's nothing special because I am not a programmer. I consider it completely optional, but I guess I could try a custom QC entity anyway. 
Two Things 
Preach is one of the people that keeps this community going. Without a doubt.

The other is that qc isn't really coding, it's just scripting. Once you open it, look at a few variables and read some of the tutorials on inside3d it's a free bar.

Hm.

I'm a bit drunk.

Doesn't invalidate anything I just said though.

Whatever it was. 
That Thing About Preach 
Definitely not invalidated by being drunk. 
I'll Let That Sleeping Dog Lie... 
 
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