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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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Always On Spikeshooters 
How do you make them constantly fire? 
5th 
Use trap_shooter instead. 
Not Everybody Uses Quoth 
 
Its An Id1 Enity Iirc? 
 
 
Just use trap_shooter. For trap_spikeshooter I think you can set its target to a info_notnull. 
 
I Was Correct 
yeah! 
 
If memory serves I believe that trap_spikeshooter uses a rotation flag or a up or down firing flag and is dependent on what type of level it is in the worldspawn (lasers in tech levels and spikes for everywhere else).

But I might be wrong on that, it might be possible to put spikes in any level or lasers in any level. I never really played around with them. The timing just seemed a bit too fiddly to get right without a lot of blind tries and recompilings until you got it right. 
Ropes And Chains Models 
Do I remember someone having some rope and/or chain models, and if so, can I pick them up somewhere? 
Honey By CZG 
they were actually .bsp, but does that matter?
Just look into the file at quaddicted.
And Ijed has some chain models, hanging from ceilings, maybe he�s so kind to distribute them? 
Ropes 
are also to be found on the tome of preach, its the cable model with skin set to 0.

Here:

http://tomeofpreach.wordpress.com/2013/09/29/cable/ 
 
Thanks to both 
Plats Vs Doors 
is there some sort of specific reason to use plats instead of doors?

I ask because I have a use for one but the plat is a bit finicky so I'm using a door instead. Is this ok or is there something more to plats that I'm missing? 
You're Right 
Plats are slightly easier to set up in an "inactive, then autonomous" way, but when you need better control then a door is the standard solution. 
Ah 
thank you 
How The Hell 
do you set the gravity in a map? I want a low grav map in my quake episode.... 
Sv_gravity 
set in worldspawn.
I don�t know the actual default value, maybe 800?

http://quakewiki.org/wiki/Sv_gravity 
Only Way To Do It In Id1 
Is to name it e1m8.bsp. 
Scourge Of Armagon 
had a patch for it, I thought.
Maybe in the qc somewhere. 
 
It may be in the QC as both of the official expansion packs came with a patch to the engine but far more likely that it's in their own custom progs.dat otherwise all of the new features would have been carried over so anyone with a 1.08 Quake engine could take advantage of, lets say particle walkways or rotating objects (or anything else that didn't have a special sound or model attached to it) in Vanilla Quake levels (ie in the ID1\maps folder). 
 
There's a hack to execute console commands like sv_gravity, but it's messy as it has negative side effects which would have to be worked around.

If you go for a custom progs dat with universal gravity support, be sure to also fix some of the common standard bugs like fish count, death solid frames, and so on. 
Necros Sent Me A Progs.dat 
That fixes it. No idea if it fixes anything else 
 
Am I using the wrong combination of compilers, or does using func_detail really make it impossible to compile -onlyents? Building BSP with TxQBSP 1.13 XT -onlyents, func_details apparently don't get stripped out they way they do with a normal compile, leading to a corrupt unloadable BSP with extra bmodels in it. 
Sounds Like An Oversight 
func_details are added to the map as if they were entities, it's only because the compiler knows to do something special with them that they get removed in a full compile. It wouldn't be surprising that unaware compilers would leave them in for an onlyents compile, and I expect it's just an oversight that an exception hasn't been added to compilers that do support func_detail.

Two workarounds I can think of:
1. Save your map, then select and delete all the func_details before you do the onlyents compile. This should work just as if the compiler had skipped them, and they should appear in the output map because they were included in the original compile.

2. Use adquedit to extract the entities from your map into a text file, make the tweaks, and export them back.

Neither of these workarounds are things you'd want to do regularly (they'd be useless as a way to save time on a "changed lighting" compile as they take longer than you save by using -onlyents). But if you just need a last minute tweak to a few ents on a fullvis'd map they might be just the ticket. 
Try This Test Build 
I should probably roll this out as official soon.

www.voidspark.net/files/bjptools_xt/bjptools_xt_test_130414c.rar 
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