#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?
#14965 posted by JneeraZ on 2015/05/24 23:09:06
Yep, it looks like it's something to do with trigger_multiple ...
https://dl.dropboxusercontent.com/u/161473/Misc/2015-05-24%2017_07_09-QuakeSpasm%200.90.0.jpg
I currently have a door entity targetting the info_notnull and when the door is activated, boom, it crashes.
I get the same crash using a trigger_once or triggering it from another actor other than the door.
It must be something simple but I don't see it yet...
#14966 posted by JneeraZ on 2015/05/24 23:10:54
Aaaaand never mind! I had a...
"sounds" "3"
...key on the info_notnull for some reason. Deleting that makes everything work.
Thanks a lot for the help! Excuse the derp...
Sounding Off
#14967 posted by Preach on 2015/05/25 00:52:29
That's good, I did wonder if it was that, but I thought missing sounds were just a warning not a crash.
Oh, Yeah
#14968 posted by Preach on 2015/05/25 00:55:22
Actually reading the error, it's the other way round, trying to precache something late, rather than trying to use something without caching it first. For models, both are fatal but for sounds the latter can be survived. It is possible to get sounds indirectly - set the noise keys with the paths to the desired sounds. Of course, you need some other entity to do the caching for you or you get warnings and no sounds...
Is There Really No Way To Group Brushes In Netradiant?
#14969 posted by momo on 2015/05/25 01:27:55
There is no func_group. It's a huge pain working without this.
#14970 posted by - on 2015/05/25 02:15:12
the .map format doesn't have native support for groups, so you have to hack it with func_group and a compatible compiler if you want it.
you can add func_group to your entities.ent file (usually hidden in something like E:\GtkRadiant\ 1.5.0\q1.game\id1)
<group name="func_group" color="0 .5 .8">
Used in editor to group structural brushes. Added to worldspawn by QBSP. Not a real entity.
</group>
stick that in with the other brush entities (find some other entity like func_wall or something, and add it after it's </group> tag). then you can make func_group like any other brush entity in Radiant, and select all their parts with ctrl+alt+e
you'll want a qbsp version that supports it, otherwise it will be compiled into a brush entity that Quake won't recognize. I know ericw's latest tyrlight will have support
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0
...
#14971 posted by - on 2015/05/25 02:16:48
ericw's latest tyrutils I meant! been fussing over tylight too much lately... :D
#14972 posted by momo on 2015/05/25 20:05:56
Thank you so much! It seems to be working fine with hmap2 and ezquake.
I'm curious though why Quake has to recognize it. Isn't it really just for convenience moving stuff around in the editor?
#14973 posted by ericw on 2015/05/25 20:13:04
To the editor, a func_group is just an entity with brushes attached (like a door, button, etc.) These are normally treated specially by qbsp (compiled as a bmodel) and the engine (looks for qc code with the classname to set up the entity behaviour).
But since func_group is a special thing just for mapper convenience, qbsp has special code to merge it into the world, and the engine never sees it.
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