You Have To
either "unlink" the doors by setting the entity flag as unlinked, or create a new key called "angle" and set them at opposite directions.
Thanks, That Did It
#13884 posted by total_newbie on 2014/06/24 20:12:22
I did both -- clicked "Don't link" for both doors and gave them both a new property called "angle", and made one "180".
Thank you so much!
Lights
#13885 posted by ijed on 2014/06/24 20:18:43
Try r_lightmap 1 - it can help you improve lighting without the textures getting in the way.
RE: Trying To Find Textures
#13886 posted by EARP on 2014/06/24 20:35:27
@RingofQuaddamage
https://www.quaddicted.com/files/wads/
Trying To Find Textures
#13862 posted by RingofQuaddamage [100.1.255.141] on 2014/06/22 16:19:30
Any good rock textures for quake?
#13887 posted by Lunaran on 2014/06/24 22:36:38
keep them linked if they're double doors, or they'll open separately if you stand in the right place
setting two different angles is all you need
Thanks, Lunaran
#13888 posted by total_newbie on 2014/06/24 23:43:31
Any idea what I'm doing wrong with the exit trigger (post #13880)?
You Need
#13889 posted by ijed on 2014/06/25 02:13:36
To point it at the next map - whatever.bsp or it'll not do anything. I can't remember what the key is called offhand.
Also, triggers are never visible and are only rectangles - so I big prism will still be a rectangle in game.
Re: Lighting
#13890 posted by necros on 2014/06/25 03:38:51
If you can stand my colour scheme (or disable styling) here's a kind of overview of lighting:
http://necros.fov120.com/post.php?postID=2
#13891 posted by Lunaran on 2014/06/25 03:54:49
the keyvalue is "map" ijed :)
set it to the filename of the next level, without the extension. if you don't have one, just use 'start' or the name of the same level you're already in.
Thanks!
#13892 posted by total_newbie on 2014/06/25 14:47:13
Thanks, ijed and Lunaran -- that did it. :-)
Newbie Mappers
#13893 posted by Mike Woodham on 2014/06/25 17:03:33
Fantastic that Quake still brings in new mappers!
More "newbie" Stuff
Is there a way of making a secret door retract into a wall, and then go upwards? Or am I stuck with a handful of cardinal directions?
That's What Secret Doors Do
#13895 posted by ijed on 2014/06/25 20:20:55
AFAIK
Hm
#13896 posted by ijed on 2014/06/25 20:26:10
flags
"open_once" once open, stays open
"1st_left" first move is left of arrow
"1st_down" first move is down from arrow
"no_shoot" only opened by trigger
"always_shoot" even if targeted, keep shootable
Maybe a negative lip allows you to reverse the first left / first down directions.
Never played with them much to be honest.
Better Info
#13897 posted by ijed on 2014/06/25 20:27:10
#13898 posted by Rick on 2014/06/25 20:43:19
I needed a door to use as a long, extending walkway. I needed it to slide out about 256 units, then up 16 units. I thought I could do it with a secret door somehow but I never could get it to cooperate. I ended up just using a func_train and used a little door hidden in the floor to provide the sound.
As far as I could tell they only go bang and pop open then slide in whatever direction they're set for. I always meant to go back and experiment with them some more but haven't got around to it yet.
Yet Another Newbie Question
#13899 posted by total_newbie on 2014/06/25 22:32:59
Suddenly my map does not want to compile anymore (I've been compiling and testing every so often until now) and I get the following error message:
LinkConvexFaces: Mixed face contents in leafnode
Clearly I've broken something, but I don't know what. Can someone explain?
Don't mix normal textures with liquid/sky textures on your brushes.
Also
don't have liquid brushes and sky brushes touching.
It Was # 2
#13902 posted by total_newbie on 2014/06/25 22:52:44
I had a teleporter brush and a sky brush touching. Thanks so much!
Light Question
#13903 posted by madfox on 2014/06/26 00:32:25
What to do with black washed out vertices that are placed on grid.
You'll have to redo the brushes or get them back on the grid properly.
I had this problem with the rockwork in q-deck, I ended up redoing that area about 3 times. Every time I opened up the map the vertices would degenerate until they started looking like your screenshot.
Best Advice I Ever Had
bind "snap to grid" to the space bar and every time you mess about with the vertex tool hit space. It has saved me a hell of a lot of trouble.
That is if you're using Trenchbroom, and also make sure you enable force integer plane points.
#13906 posted by necros on 2014/06/26 00:59:26
I needed a door to use as a long, extending walkway. I needed it to slide out about 256 units, then up 16 units. I thought I could do it with a secret door somehow but I never could get it to cooperate. I ended up just using a func_train and used a little door hidden in the floor to provide the sound.
e4m1 actually has this too. i think that that is the one thing a secret door can't do.
I Suck
#13907 posted by necros on 2014/06/26 01:00:37
it's e2m1.
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