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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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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... 
 
No Triple Meaning 
 
Wow 
There is a ton of good stuff at Tome of Preach. I now remember going there back in the spring. I switched to a different computer for dev stuff early in the summer and didn't copy my bookmarks from the old Athlon 64 I had been using. I bet I had it bookmarked on that machine though. Excellent site man, thanks :)

I played around with spawning a trigger this morning and had no trouble getting it to work. Much more stuff to read. 
Fitzquake Crash 
I've got a mesh, that if created causes a hard crash in Fitzquake.

Condebug doesn't give me any readout of the error, nor does developer 1 - it just hangs before crashing to desktop.

Other engines (FTE, Tyrann's) have no problem with the mesh in question.

I can't see anything in the documentation, is there any known issue with this? 
Ok 
FYI, Fitz crashes if you set a skin on a model that doesn't exist.

I'm generalising gibs and different types thereof. 
 
ijed: if the skin doesn't exist, or if the model doesn't exist? 
Just The Skin 
It's a hard crash without an error message, which is what had me scratching my head.

If the model didn't exist it'd give me an error.

It seems the other engines I mentioned default to skin 0 if the qc tries to call a bad skin, same as with a bad frame. 
 
Interesting, I thought I had set it up to display a blue/black checkerboard texture when the skin is missing. Maybe some other changes have broken that feature. 
Yeah 
I thought it was odd when I figured it out. Ah well nobody's perfect :)

I doubt it matters, but this was with Spike's hack to make it usable with BSP2. 
 
Remember my cellshading sm134? It uses invalid skin numbers on purpose for the blue/black effect, and there's no crash. So it sounds more like there's another condition at play on ijed's end. 
Possibly 
But like I say, I fixed it by inserting duplicate skins on the mesh. It also only affects this particular mesh as well.

Here it is, if you want to check it out;
https://www.dropbox.com/s/9e5vvwd3vnt8bnh/hunter_gibs.mdl 
GtkRadiant 1.4 
It's for Quake 3 but surely there are some experienced Radiant mappers around?

I had a system crash and now I'm kinda worried. In reinstalled and everything works fine. When I open the map in the editor, all textures are nicely aligned (except I'm missing some due to the crash). However, if I compile, regardless of what option I use, I get this:

http://i.imgur.com/2sbGuq4.jpg

Any ideas?

PS: If I build a new map, regardless which textures, the same happens. As if some value is off somewhere that's downsizing them. 
Antilights And Weird Classes 
I'm mucking about with weird entity settings as usual. Most of my experiments have found that no matter what classname an entity has, you can give it keys that light.exe recognises and it just works. For some reason, antilights only seem to work on proper light entities, not on these repurposed entities. I'm using benlight for these tests, has anyone ever encountered this and worked around it? Or does another light tool cope any better? 
Preach... 
I'm not quite getting what you are asking. Are you asking if someone has found a way to apply or tie a negative light to an entity as a sphere around the entity? If so I haven't seen it. 
Sprony 
Even the stock Quake3 textures do that? If not, then likely there is a disconnect between the Q1 textures you are seeing in editor and the textures the game is using (maybe there is a pk3 of half-size textures in your Q3 directory stomping correctly scaled textures in a directory you are using for radiant?)

If not, first thing I would look at is if your textures are being scaled down properly. Quake3 generally uses double-sized textures that are scaled down by half in radiant (so, a 256x256 for a 128x128 wall). Select a face in your map and bring up the surface properties, your x and y scale should be "0.5". (in 1.5 at least, there's a setting in 'edit -> preferences -> settings -> brush' that controls this default) I'd then save the .map and then look at it in notepad. You should have brush faces that look something like:

( 0 96 256 ) ( 0 32 256 ) ( -64 96 256 ) egyptsoc_mat/block01a 0 0 0 0.5 0.5 0 0 0

Where the "0.5 0.5" parts of the line are the texture scale. If Radiant showed you something different in editor vs when it saves, then there's a problem that I don't know how to fix :(

I don't believe there are any compiler settings that could be doing this. 
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