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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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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. 
 
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.

It's a compiler issue I'm having, and I don't understand the compiler source code all that well. In general, the light.exe tool doesn't care what classname an entity has, it's only looking for the "light" key on that entity. You can give a monster_shambler the key "light" "200", and the compiler will create a light source at that point (obviously it doesn't follow the shambler, it's just static).

The other thing is that antilights - lights with a negative value in the light key which some compilers support. What I've found is that these two things don't mix. If you create two mapobjects with "light" "200" and "light" "-200", what I've found is that the antilight one doesn't have any effect. If you take the entities and just change their class to "light", suddenly the antilight starts working as well.

I think I've spotted a separate issue in what I'm trying to do, so don't worry too much about it, but it's weird all the same... 
Well 
AFAIK it was AguirRe who invented antilights, or standardized them at least. Maybe send him a direct email because I don't think he views this board anymore. 
I'm Probably Wrong But 
I would guess that when anti-light was added (negative light), that particular code only checks actual Light entities, whereas the original Light code (as you have noticed) just looks at everything.

Personally, I've always considered that to be a bit of a bug. 
Scampie 
Yes, even stock textures do that. Thank you for your suggestion. I checked but Radiant shows the right scales, just like you said. I did some extra checks:

It's not the editor. Regardless which map I make or load, everything works fine.

It's not the game. If I take old compiles or load the original maps. all is displayed normally.

It's not the textures. Even vanilla textures show the same problem.

It has to be a compiler issue. I reinstalled Q3map2 to no avail. 
Sprony: 
A google search result that might be fruitful: http://openarena.ws/board/index.php?action=printpage;topic=1820.0 
Can't Compile Map 
Hey, I'm using necro's compiling gui and I get this error in the console:
Copying Files... The system cannot find the file specified. Converting map... --------------QBSP-------------- 'C:Program' is not recognized as an internal or external command,operable program or batch file. 
 
put the map in a path without spaces (it breaks at the space in "Program Files"), quake tools are a bit last century 
Scampie! 
My man! Thanks to you I found the problem. After re-installing Windows I decided to sort through my old files and make everything tidy. This resulted in me installing Q3Map2 in a directory outside the Quake 3 directory. That's apparently the problem because I now placed it in the Quake directory and tada, it works like a charm! 
@Spirit 
good. I might try that tomorrow. 
@Spirit #2 
Alrigt, It compiled. But I can't instantly launch quake and play my map on it, (I have the steam version BTW.) but it's alright now! thanks for the advice! 
Random Idea 
could a very low r_speeds limit lead to a "Quake the way id did" look? 
I Guess So 
Could be a good speedmap theme also..... 
Ogre Idle Sound 
Why do they have one? No other monster makes noise when standing still. It makes no sense. 
Ogre Idles 
Most monsters do play their idle sound while walking instead of standing. I'd guess it's because the ogre has a special chainsaw dragging sound when he hits the waypoints of his patrol, so they put the mumbling on the standing sequence so they don't interfere. 
Monster Idle Sounds 
The Vore has that grunting\wheezing noise that it makes (I think that's used while it's idle). 
Yeah 
All monsters have an idle, but they call it at varying times. Most will call it while in their run sequence (attacking you) at some point, as well as when standing still chilling out.

If you look through the sound folder you'll find them all.

Ogre has the additional chainsaw scrape as Preach mentions.

The idle sounds themselves add ambience to the level and give the player a hint of what they'll be fighting later on. Some have stronger, more recognizable sounds, like the ogre, or the Quoth Night Gaunt. 
I Don't Think So 
Basically, I'm trying to figure out why the only ambient sound in my map is from the sky. There's no water or lava noise. I think this is caused by the texture names I used.

Just to test, I built the map using the -noambientsky switch and when I move around the level using -noclip and -notarget, the only sounds I hear are from torches, sound entities such as ambient_drip, monsters that are walking a path, and ogres.

All the ogres make the rumbling sound when standing still, all of the other monsters are silent when standing still. 
Aha 
You're right.

I just took a quick look over the qc and only the ogre is calling his idle sound while in his idle cycle.

All the others call it during their non-idle cycles, or during walk. 
So 
How would I make them shut up?

I commented out both places in ogre.qc where that sound is called and they still stand there making that stupid noise. 
Well 
That should do it. The engine isn't calling any monster sounds directly.

So, I'll ask the dumb questions; did you compile, did you copy the progs.dat over?

I've failed on that many, many times. I'm also dyslexic when it comes to greater > or < less than. 
Fixed 
Facepalm moment - was just me being stupid and putting the new progs.dat in the wrong game folder.

Seriously, is this some kind of bug? Why does only the ogre make sounds when he should actually be silent, waiting to ambush the player? 
Well 
Thats lots of weird shit in the original qc. Like the ambush / crucified spawnflags and so on.

Probably the actual behaviour should be controlled by the AMBUSH flag.

So if that is set a monster is silent, if not then they make sounds.

I never realised one of the reasons I like patrolling monsters is that they make sound. 
@Rick Re Liquid Sounds 
"Basically, I'm trying to figure out why the only ambient sound in my map is from the sky. There's no water or lava noise. I think this is caused by the texture names I used."

That's the cause of that problem. Water, slime and lava texture names have to be the same as the originals (including any numbers such as *water04). Using any other name (say, *water07) will still get you all of the physical properties of the liquid (swimming, drowning, and fullbrights in that example. Replace *water with *slime07 or *lava07 and you will get those physical properties instead) but the sounds won't get cached because the engine wasn't told to look for them because the texture name didn't match the correct parameters.

This "Can" work in your favor if you have a secret that has water but you don't want the water ambiance noise to give it away because you have a different clue leading to the secret for the player to find instead 
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