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.
You Can Get The E1m3 .map File Here
#13460 posted by ericw on 2014/01/02 00:18:43
Liquids
#13461 posted by quaketree on 2014/01/02 00:19:36
There is a way to "Trick" the player into thinking that water levels are rising (or falling for that matter).
Essentially you turn the entire room into a platform (a "Platroom" if you will) while the liquid brush is stationary (you can't actually move a liquid brush in-game using Vanilla Quake that I'm aware of, if you try to tie any entity to a liquid textured brush it will become a solid or disappear IIRC).
So you can get the illusion from the players perspective that the water level is changing as the "Platroom rises or falls just like any other platform. Of course it's a sloppy solution and you have to enclose the "Platroom" inside of another room in order for it to vis and some entities will act a bit funny, but it will work. I've seen it done way back when in one of the earlier player made maps on a compilation CD. Aftershock maybe, it's been a long time.
If you're asking how to insert a liquid brush into a map it's just like any other one as far as editing goes. The liquid effect is a direct result of the texture name as long as it starts with an asterisk (*anynamethatyouwanttogiveit) and the sound effects for them are tied to very specific texture names (*water02).
The default behavior is water as long as the * is there as the first character. If you want lava or slime then the name HAS to start with *slime or *lava.
Wasn't There A Liquid Mover?
I'm sure someone mentioned a liquid mover for one of the expansions or something...
Or maybe I was dreaming a sexy sexy quake dream.
Thanks Guys...
Yes, I am wanting to do what Scampie says. Edit the .map so the water levels on certain maps, like E1M3 and E2M2 are higher overall. Doing so will result in some other areas of the map needing to be "flooded" so not only are we merely editing an existing water area, gonna need to add some new water to tunnels and other connecting areas that the water will now flow into.
I'm 100% Sure...
#13464 posted by quaketree on 2014/01/02 04:16:38
That the official expansions didn't have "Moving" water (a push brush above a repeating water flow texture is not "Moving water" ;) ).
That extra code (rising or falling water levels) is really something with limited use in a game like Quake in my opinion. While I can see it being used to force the player to get through (or perhaps backtrack through) an area as quickly as possible in some limited scenarios I don't see it happening a lot while making liquid brushes a lot more complicated at the software end. But there are other ways to get there anyway if you really wanted to get the player to run back out in a set time frame without liquids being a factor.
Quake is set in a fairly dry setting (damp yes, but the liquids are almost always there to break up the levels BSP-wise in most maps if you pay attention to that sort of thing due to the way vis works). id was smart about hiding the limitations of the engine from the player but if you know where to look behind the scenes it starts to become obvious pretty quickly.
Then again I just watched the latest Sherlock so who knows, I might be looking for things hidden within things placed behind things with other things being pure fiction and a total red herring meant only to cut down shrubbery in the French forest of NI!
I do believe I will have a beer instead of thinking about this anymore.
@Teknoskillz
#13465 posted by quaketree on 2014/01/02 04:38:34
Are you looking to re-envision the level or simply add water as the level progresses? The first is fairly easy while the second is not at all easy (or may not even be possible).
@quaketree
Not looking to change map geometry. Just the areas that have water in them that the maps came with , increase them higher. Like the moat in front of the castle on E2M2 for example. Some other areas on that map may be interesting with higher water levels too like under the bridge near the teleport. Raising the water there woudl mean also taking a look at the small connecting stairway that has a grenade launcher , where the big door opens. The stairs probably would need more water added, because if you add more water to the main area, that area would need more added than what it has now.
Changing Water Levels
would have helped me greatly with deck, rather than having a slowly lowering platform I would have much preferred to put a rising slime trap (at the grenadelauncher/shambler ambush).
But the code didn't exist so the trap ended up being quite frustrating for a lot of players.
I can imagine a lot of interesting chase maps developed if there was moving fluids, imagine being chased by a wall of lava through a map (like the lava chase in marble zone in sonic 1).
Altar Of Storms
#13468 posted by mfx on 2014/01/02 14:30:03
comes to mind, i do recall some rising lava threre..
Rising Water
#13469 posted by Mike Woodham on 2014/01/02 16:32:36
I used it in FMB-BDG2. It served two purposes: one, to get the player up to a platform to enable escape from an area and two, to gain access to a semi-secret area that conatained a rune. I thought it worked quite well, but then I never had to play the map :)
Func_water Is Awesome
#13470 posted by ijed on 2014/01/02 18:34:13
But my current implementation is invisible :L
Oh
#13471 posted by ijed on 2014/01/02 18:34:35
And fish get stuck in it :{
Trigger_counter Won't Count Different Monster Types
#13472 posted by Breezeep_ on 2014/01/04 01:26:53
any suggestions?
What A Fool I Am...
#13473 posted by Breezeep_ on 2014/01/04 01:52:31
I just figured out how to set counter number limits. all fine now.
Double Doors With Toggle Flag Won't Open
#13474 posted by Breezeep_ on 2014/01/09 02:14:12
how do I fix this?
Are They Triggered?
#13475 posted by mfx on 2014/01/09 02:19:53
Toggle only works if a door is given a targetname and therefore can be toggled.
Try A Crowbar...
#13476 posted by quaketree on 2014/01/09 03:37:22
Oh wait, that's for Half-Life isn't it.
Go to the Quake Wiki. It has an entry for func_door that says in part.
"By default doors will automatically open when a player or monster is near, and close when they leave. This only happens if the door is not locked and doesn't have a targetname.
If a door has a targetname, it will only open if another entity triggers it, such as a button or trigger.
If a door is locked, it will only open if the player touches it while holding the correct key. If this happens, the door will open and stay open permanently, and the player loses the key. "
#13477 posted by RickyT33 on 2014/01/09 05:13:20
i think you have to still set the 'wait' '-1' so the door stays open though, for key doors.
Wait -1
#13478 posted by quaketree on 2014/01/09 07:47:03
I think that the Wiki entry means that it stays unlocked (open for passage) otherwise it acts like any other door does from the point that it was unlocked onwards.
Nope
They stay open by default ricky
#13480 posted by - on 2014/01/09 09:40:30
wait doesn't need to be set, the qc code of func_door sets the door's wait key to -1 if it requires a key.
Dayum!
#13481 posted by RickyT33 on 2014/01/09 17:52:18
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