So
#14940 posted by nullC on 2015/04/26 04:15:02
I ended up scrapping that last one and going for something more visually/conceptually interesting to me. I already have an extremely moody opening area that stands out to me as one of the most incredibly tense starts in a Quake map I can remember seeing.
It leaves me with another set of issues, however.
I can't seem to get things to rotate "nicely" in TB. Simply put, it eats texture alignment alive when I rotate objects AND I can't manage to keep edges in their place when they should be. I ended up face-dragging, but in a lot of ways that's even worse (edges stay in their proper place, but texture alignment still gets broken AND I have no reliable reference for how to rotate them to make them look nice again).
Furthermore, edge splitting (for when face dragging is the proper way to handle things, i.e. bent metal plates) doesn't seem to work for me, to the point that I'm reluctantly relying on the split mode of the clip tool.
SO. How do you rotate things nicely? And how, precisely, does one use the edge splitting function properly?
I can't seem to make a nice cylinder for the life of me (for giant steel cables). How does one do such things in TB?
And on the same topic, a steel cable texture would be nice, right now I'm using some ridiculous butchery of default ID textures to fake it. Is there a WAD that might have something fitting? Rope textures would work (I can always try finding a way to recolor them in the WAD) but I definitely need that twisted fiber bundle look, and the ID texture kludge is both obvious and irritating to the eyes.
Last question: clip brushes, how should you use them? I'm currently using them for a couple of minor navigational hazards (spawning in, walking forward and falling to the floor of the currently non-murderous void isn't a fun time) but I want to make sure that when the time comes for me to use them more extensively, I'll know what to do.
Thanks
Rotating
#14941 posted by ijed on 2015/04/27 13:52:13
The only nice one is ALT-Arrow - freehand rotation always scrambles the verticies. Texture lock should maintain everything however you rotate it though, at least in TB1.
The clip tool is the way to go for edge splitting. No matter how clever the software, its very difficult for it to correctly predict what are the intelligent cuts to make I'm afraid.
You can model stuff nicely in TB, but you need a lot of patience. If you want accurate detailed stuff then you should probably try a mesh importer, like EricW's or Warren's.
For texture wads, go here: https://www.quaddicted.com/files/wads/
Oh And
#14942 posted by ijed on 2015/04/27 13:53:16
For clip brushes, the rule of thumb is that the player shouldn't notice that they exist.
Trigger Monster Jump
Trying to get a monster to jump upwards using a monster jump trigger and even though I'm setting the values ridiculously high the monsters don't seem to go up. I set the jump heigh at 90,000 at one point and it just isn't going up. Any ideas what I might be doing wrong?
Nevermind.
I figured it out... there has to be a ground for them to jump up from. :P
Static Entity
#14945 posted by madfox on 2015/05/02 22:32:16
I have place some static entity's in a map, some fences to spare brushes, gave them an angle and put them aside a ledge.
Then I tried to add a clip brush, but the strange occurance of a blocking side on the east length kept me puzzling.
With no clipping brush there's a straight blocking point in the middle, but the only useable side seem to be the west and north wall. Other sides keep having a block effect of almost 36 units.
No help turning the angle of the static entity, the blocking effect persist which makes it useless for small passages.
Sv_startsound
#14946 posted by madfox on 2015/05/11 01:41:14
I added some new monsters to the quake.qc.
For some reason the message
sv_startsound not precached
hits up the screen as soon as I see the monsters.
I looked up to all precached sounds in the new monster.qc
but they are all there.
AI.QC -void() SightSound are the waking sounds
CLIENT.QC -void() ClientObituary are death sounds.
Where can I find the statement that links these sv_startsound sounds?
Sealing A Map
#14947 posted by momo on 2015/05/17 14:18:53
Is it ok to use the "shader not found" texture that Radiant shows on the outer sides of walls? Or do I need to use the "caulk" (also says shader not found) in quake.wad? When I googled someone on a forum said Q1 doesn't use caulk, which confuses me about why it's there. Or should I just texture the whole brushes?
Anything Goes
Except, of course sky and liquids on otherwise solid brushes.
#14949 posted by - on 2015/05/17 16:17:32
Your map will be sealed by 'shader not found' textures, as far as the compiler and Quake are concerned it usually will be a missing texture with no name... Basically the worst that will happen is you'll get some warnings in QBSP and in Quake about a missing texture, but the map will be sealed just fine.
You likely will want to clean that up some time. To do so in Radiant, in the texture browser, go to Tools, Find/Replace..., leave the Find section blank, click in the Replace section, and then click on some other texture in the browser. Click ok and you'll have replaced all those blank "shader not found" textures with an actual texture.
Your google search was correct, Q1 has no 'caulk'. I don't know why you'd have it in your .wad either, it would simply be a texture with no special features in Q1. Possibly the .wad was made by who normally did Q3 mapping and used some of the Radiant features that automatically placed caulk on unseen brush faces... which isn't really that helpful in Q1.
#14950 posted by gb on 2015/05/17 22:17:47
Trying to map for Quake using q3bsp? In that case, caulk definitely does something.
A quake.wad would not be very useful in that case though.
Guide
#14951 posted by dogman on 2015/05/18 21:05:54
Is there a popular guide for new mappers, especially those who are new to quake?
I'd like to get started making mp maps. Last year I made a simple boxmap with trenchbroom and some compiling gui but cannot find the tutorial I used.
Also, what do other map or bsp formats offer? What I mean is, how good is ezquake :D?
#14952 posted by Spirit on 2015/05/18 21:40:13
Video Tut -
#14954 posted by dogman on 2015/05/19 01:19:50
Thanks guys, it was the qwiki guide I used before :o
http://i.imgur.com/3KCIlse.jpg?1
Does This Tool Work For Anyone?
#14955 posted by momo on 2015/05/19 22:30:18
http://www.celephais.net/board/view_thread.php?id=61098
I tried with latest java 32 and 64 bit, even ran from command line and it doesn't open for me.
#14956 posted by Lunaran on 2015/05/20 17:09:41
We all read the same threads here, there's no reason to crosspost when there's only like ten active threads on the whole site.
#14957 posted by JneeraZ on 2015/05/24 18:55:20
So I'm tired and maybe this is obvious ... is it possible to have a trigger_once that starts disabled (won't respond to player touches) and then has a way that I can turn it on later?
Very Much So,
Than had a really good tutorial on how to do complex and/if/or trigger system using nail shooters. No idea how to find it though.
Warren
#14959 posted by mfx on 2015/05/24 19:15:48
make that trigger_once a trigger_multiple targetting a shooter that that shoots a your trigger_once.
Put a func_wall in between, kill it when your trigger is needed.
#14960 posted by Lunaran on 2015/05/24 19:19:08
or: include a progs.dat that actually does that, and skip all that nonsense
#14961 posted by negke on 2015/05/24 19:32:12
It's more nonsense to include a progs.dat just for that feature if there are means and ways to achieve it within the standard code.
Most basic hack: info_notnull brush entity with a "use" "trigger_once" field and a targetname. Becomes a regular trigger when being targeted by any other entity.
Tutorials On Triggering A Trigger_once
#14962 posted by Preach on 2015/05/24 19:54:46
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/ is the negke way of doing it.
If you need to be able to turn the trigger on and off multiple times, you need https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/ plus the follow-up pingback in the comments.
#14963 posted by JneeraZ on 2015/05/24 20:45:23
How does one get around the precache issue for trigger_once or trigger_multiple? The first link from preach uses "trigger_multiple" as the example but I can't get it work without crashing out due to precaching ... what am I missing?
Did You Read The Article In Full?
#14964 posted by Preach on 2015/05/24 22:00:02
The first example is a monster_ogre, to illustrate the limits of the technique. Make sure you're actually using a trigger_once classname instead. If you're still getting crashes and there's no trace of monster_ogre then can you say which model causes the error?
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