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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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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 
Yeah 
I was guessing that was the problem with the lack of ambient sounds. I'm using *lavakell and a *rk_water that I made.

I guess I'll extract all the textures I'm using and put them in a special wish13.wad so that I can rename the custom lava and water to match the original id texture names. 
Liquid Ambients 
http://celephais.net/stuff/texturefaq.htm

your *lavaXXXX should work, but the water needs an name that starts with "*water" or "*04water"

But, isn't there an engine bug where either slime or lava don't generate ambients at all? my memory is fuzzy. 
I'm Checking Now 
Before I was definitely getting no lava or water sound. I've renamed *lavakell to *lava1 and *rk_water to *water1.

I now get sounds but it seems to be the same sound everywhere (still using -noambientsky).

Does water and lava use the same noise? Maybe because I didn't do a full vis the game just thinks I can see water everywhere and there's no lava sound at all. I'm doing a full vis now just to find out. 
Hmm 
Seems like you were right, there is no lava sound at all. Water and sky seem to be working okay.

Just realized my trick of using sky brushes to hold the lights and seal behind func_wall windows is a problem because I can hear the sky noise everywhere I did that, even though there is actually no sky visible to the player in those areas. 
 
IIRC, vis is what adds the liquid ambients to the map, as the engine uses the portal information to determine if you should be able to hear 
Increase Spotlight FOV? 
Is there a way to increase a spotlight's fov just like the one that was used in Backstiengotic?
(I'm using trenchbroom BTW) 
Also, Another Question 
In Backstiengotic, is it possible to make a built in skill selection part that changes the player's starting point when triggered? 
Fov? 
Not real sure what you mean by fov, but if you mean how wide the spotlight's beam is you just need to set the angle key/value. There isn't one by default and I don't know how or if you can add one in Trenchbroom. I think the default is some thing like 25 or 30 (degrees). 
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