#13435 posted by Qmaster on 2013/12/23 23:56:01
Create a new brush entity called "trigger_multiple". Set a new key: "noise" with a value of: "misc/null.wav" Set your message. Give the key sounds a value of 0.
#13436 posted by Qmaster on 2013/12/23 23:57:09
Sorry that last key is "sounds" with a value of "0".
Noise
#13437 posted by Rick on 2013/12/24 16:38:24
Thanks much :)
noise = misc/null.wav
Works. Why?
I'm going to try it on a relay next to see if I can save a model.
Why? For Rick
#13438 posted by - on 2013/12/24 18:46:36
from triggers.qc
void() multi_trigger =
{
...
if (self.noise)
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
...
}
multi_trigger is a function that is called when the trigger is touched/killed/used. the code plays whatever the trigger's 'noise' key is. the 'sounds' key/value that editors expose just switch (in the entity definitions for the triggers themselves) between several hardcoded noise values (which are also precached by the trigger)
Oh
#13439 posted by - on 2013/12/24 18:47:34
if you set a 'sounds', your 'noise' will get overwritten, so don't
Has Anybody Else Ever Noticed
#13440 posted by Rick on 2013/12/24 22:46:12
that the wizmet1_2 texture has one rivet that's misaligned?
Way To Ruin Negke's Xmas, Rick
#13441 posted by Spirit on 2013/12/24 22:59:35
LOL
I'm going to include that texture in more maps from now on ;D
#13443 posted by quaketree on 2013/12/25 03:20:16
What? Do you think that every bolt and rivet in the real world was placed with a micrometer in hand? It's tiny flaws like that in a texture that just take the reality of things in life and place it in the game. If you want nice shiny textures go map for Halo or something...
There, now Negke's Christmas isn't ruined (quite so much).
Source Code To Sin Editing Tools.
#13444 posted by damaged on 2013/12/25 17:04:31
Hello everyone.
A long time ago, ritual released the source to their editing tools. I was wondering if anybody knew what to get it as it is no longer available.
Thanks.
I Bought Sin From Steam A While Ago
#13445 posted by Spiney on 2013/12/26 03:45:48
Doesn't work in Windows7, I see they removed it from their catalog in the meantime.
The second one is okay-ish, but couldn't compete in the marketplace.
Damaged
#13446 posted by madfox on 2013/12/27 02:07:42
Here's the catch to Sin editing ToolsI have form GoldenBoy.
It's all in there, scripting etc.
I tried it out but it's quite messy.
Need Help!
#13448 posted by DannyT on 2013/12/30 14:32:22
How do I change the radius of lights and how do I make doors in trenchbroom?
Ok
#13449 posted by ijed on 2013/12/30 14:44:50
Lights - add a new key (a data entry in an entity, like a light) by hitting the + button when you have it selected and are viewing the 'entity' pane.
It'll create one without any useful data inside, you need to first name it 'light' and then give it a value. By default lights have a value of 400 if you set nothing.
There are various others keys to be added to a light that can give you more control, but you're better off reading more comprehensive documentation for that;
http://shoresofnis.wordpress.com/guides/lighting-basics/
To make a door select one or more brushes and right click on it. Select the option 'create brush entity' and then func_door.
These also have a bunch of keys to set for speed, distance and so on, this is a pretty good guide;
http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm
Good luck!
Default Light Value Is 300!!!!!!!
#13450 posted by mfx on 2013/12/30 14:48:26
:L
#13451 posted by ijed on 2013/12/30 14:54:50
Thanks
#13452 posted by DannyT on 2013/12/30 14:59:09
Thanks man, now how do I create a worldspawn entity in trenchbroom. If thats what its called
TB Creates Worldspawn Automatically Once You Lay Down A Brush
#13453 posted by SleepwalkR on 2013/12/30 15:15:03
To edit worldspawn properties, select a world brush.
Thanks
#13454 posted by DannyT on 2013/12/30 15:20:37
Thanks. I think thats all I need to know, sorry for all the noob questions
Change Waterlevels
HI - Complete noob with mapping...I have Quark and Trenchbroom and some other editors installed, but am clueless on how to alter waterlevels. Probably because I dont understand concepts of the brush too much.
Lets say I want to change the waterlevel on E1M3 so thats its nearly topped off. I think that probably is sort of simple, but how? Next, the tunnel leading off has to now be immersed to a certain level, and also the plat area near the stairs has to be filled. How ? Any help appreciated.
You Mean...
have the water change level or move? I don't think this can be done in standard quake. There may be a mod for it but certainly not in standard mode. Maybe you could fake it by having the entire map submerge instead?
Teknoskillz
#13458 posted by Rick on 2014/01/01 21:39:29
Yeah, water is just a brush. You can select it, then change the size in the editor, but I don't think you can change the size dynamically (while playing the map) in regular Quake.
I suppose you could you put a *water texture on a func_door, but then the player couldn't get inside. I think one of the expansion packs added a func_water that could move.
I Think
#13459 posted by - on 2014/01/01 23:28:36
He means changing the water in literally e1m3...
Quake maps are compiled into a format (.bsp) that is not editable. So to change e1m3, you would need the original source .map to work from in an editor like trenchbroom, and then recompile it with your changes.
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