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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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Let's say you have an FGD ... is there a way to default a value for something like "delay" to "5" if it's set up as a choice field?

delay(choices) : "Attenuation" =
[
0 : "Linear falloff (Default)"
1 : "Inverse distance falloff"
2 : "Inverse distance squared"
3 : "No falloff"
4 : "Local minlight"
5 : "Inverse distance squared B"
]

That would save me some time ... 
Yes 

worldtype(choices) : "Ambience" : 0 =
[
0 : "Medieval"
1 : "Metal (runic)"
2 : "Base"
]


That 0 sets the default. 
Worldtype 
what is worldtype? 
 
I love you with mouth. THANK YOU! 
Np 
Also, world type sets the key style to be used.

I think that's all though. 
One Caveat Though 
I'm not sure if there's logic to handle this, but I think if you set a default value and don't change it, the editor will not write it to the map file, and if the fgd default is different from the actual default, you'll get the wrong result. 
 
So in this case with the lights, the editor will not write out "delay" "5" on any lights, because it sees they're the default value and what's the point of writing a default value. 
 
:( 
I Thought It Did 
But I haven't used WC in a long time.

Is this for all versions of WC?

What about Jackhammer? 
I've Never Used Jackhammer, And Not Opened WC For 9 Years 
So I don't know. 
 
Oh no, wait, it's cool ... I added a light to an empty map and this is what Jackhammer spit out:

{
"classname" "light"
"style" "0"
"delay" "5"
"wait" "1"
"light" "200"
"origin" "-56 8 0"
}

All FGD defaults intact. 
Ah, Cool 
I must have remembered my troubles wrong. 
Editing Existing Map Features 
How can I change a map's:
ambient light,
gravity,
and add door unlocking sounds 
You Need The Source .map 
TO change the ambient light and add door sounds.

To change the gravity, you need a mod, or you can rename it to e1m8 in standard Quake. 
Map 
I can't open a bsp with quark to change ambient light and add door sounds?

Also where in the qc is the area where e1m8's gravity is changed? 
 
I don't think it's in the QC ... unfortunately. 
You Need The Source .map 
I don't even need to retype it; my browser autofills the answer if you need it again...

Once you have the .map you'll need to set all the door sounds in editor and the worldspawn light key and then recompile it.

The QC for gravity is in world.qc:

// custom map attributes
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");


I think a trigger was introduced for this in Dissolution of Eternity. Or maybe it was Scourge of Armagon.

But you could just add it as a key to worldspawn going on what it says there, it seems pretty rudimentary. 
Changing Ambient Light 
I'm pretty sure you can just do another lighting pass on the bsp and don't NEED the .map to do that (no comment on whether it would be easy). Use adquedit to extract the entities from the bsp into a text file. Modify that text file to change the ambient light (perhaps modify the worldspawn keys...) then use adquedit again to put the modified entities back into the bsp. Finally run your favourite light.exe on the modified bsp. 
Or 
Just run light.exe -light # on the bsp directly, no other files needed. 
Invisible Wall 
made some whacky architecture and it moves pretty choppy,wanted to add an invisible wall just over it to smoothen movement i tought i remember something like a func_invisible or a flag to do so I'm using worldcraft), any other solution is appreciated to 
Orbs 
use clip textured brushes or skip textured brushes or even fence textured brushes with no actual texture on them.

just name the textures clip or skip on the brush you want to disappear. 
Smooth As A Baby's Bottom 
thx! 
 
just use clip brushes, mfx's other two ideas are silly. 
Custom Map Models? 
So I have a question... I saw Warren making custom map objects for his new level... But I have to ask how exactly does one go about actually placing these in the editor? He did mention Preach helped out with something?

https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomBanners.jpg


I can make custom MDL files easy enough but it there some hidden entity that allows me to pick specific models to display in engine? I was under the impression that quake 1 only has a set if precoded map deco objects like torch flames and zombies stuck to walls.

I am using Quakespasm btw. So I might be missing a feature for that engine maybe?

I would love to know how if it is at all possible. I cant seam to find info online about the specifics. :(

Be nice to add some more custom organic deco meshes like dead trees or mushrooms in caves. For the more gore focused side some new corps types impaled on rocks and strewn about the map would give that extra uniqueness as well.

Forgive me if I missed this gem of info somewhere on this forum.

Cheers and keep making those epic maps everyone! 
 
To do it in a straightforward way, you need a modified progs.DAT (the quakec game code). One way is use the Quoth mod and the mapobject_custom entity: http://tomeofpreach.wordpress.com/quoth/tutorial/mapobject_custom/

It'll work on all engines back to the original, BTW. 
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