 Useful...
#15019 posted by adib on 2015/07/03 03:20:02
... but I managed to light the scene the way I wanted. Thanks!
 Mapping Quarrel
#15020 posted by madfox on 2015/07/03 16:44:57
I've got a strange problem with my map.
I added several new entities to my progs.dat and gave them all their own qc file. I compressed the map to a pak file and added all there is to it, sound, progs, gfx.
First time I played the map on the pak file I was drenched with warnings "SV_StartSound not precached".
Now two weeks later I play the map again and there are no signs of warning. Did I put Chtulla back to sleep meanwhile? I wish I knew how.
Another thing that's bugging me is a model that has only a stand, walk, run and death pose. I made it so that it doesn't attack untill I trigger it with a button.
Unfortenately the model doesn't respond to the trigger. But if I replaced it to another part of the map nothing is wrong and it resigns the button well.
The model is placed in a shape of lights with func_info's, but that can't interfere with the model or button.
 Someone Help Him Already!
#15021 posted by negke on 2015/07/05 09:33:04
The map needs to see the light of day! Those are some funny new enemies. And if someone is at it, see if you can fix the projectile origin of the chaingun dude's attack as well as change it to nail bursts.
Madfox: btw. clip brushes do not count towards the marksurfaces limit, they only affect the number of clipnodes. So you should be able to add more clips without running into compiler troubles.
 Also Sended Ijed, But He's Darting /:P
#15022 posted by madfox on 2015/07/06 21:40:47
I was afraid the player wouldn't see the nails before the impact of shooting starts. Also fixed the clip brush crossing.
Only thing I don't get is the spinning weel model.
First it was a static entity that just turned and exploded.
Then I made it an entity with only the basic stand/walk/run/attack and die frames, but no moving.
Then I added effects 1 and watched it in a frozen state that starts atacking with a trigger_once.
It all went right in a map apart, so when I imported it I couldn't believe it didn't work.
And my disbelive only grew, when I put it somewhere else in the map and it works just fine.
Seems my entity is catching a hold on me!
 8==~ `====D
#15023 posted by Asaki on 2015/07/11 09:20:05
Send the source files to me, SVP. My Hotmail is "lordasaki".
 Texture Color Shift
#15024 posted by negke on 2015/07/11 13:27:04
Can someone help me out? I need recolored versions of the textures wmet3_1 and w3_4 (blue metal w/ faces) that match the gold (rune) key tone, but I can't seem to get it right. Converting them to the palette after the color shift always makes them look bad...
 ^
#15025 posted by negke on 2015/07/11 16:07:43
Problem solved, thanks to otp.
#15026 posted by roblot on 2015/07/11 22:59:57
This can be done in wally.
Duplicate the wmet3_1 wmet3_3 wmet3_4 images
and rename.
1. Right-mouse click in 'Image List' box and select Create New Image.
2. Enter Name wmet3_5 for example. A new blank image window appears, CLOSE this edit window.
3. Right-click mouse on wmet3_1 (the thumb, not an open edit window)
and select Copy.
4. Right-click mouse on wmet3_5 (the thumb, not an open edit window)
and select 'Paste Over'. Pasting over on a blank thumb (or existing
image thumb) ensures a perfect copy.
Now Edit The Duplicates.
1. Open texture by double-clicking a thumb, and mouse-click the
Eye Dropper over a blue pixel.
This will auto-enter the Index Number.
2. Hover mouse over at the gold range (96 - 111) to the corresponding
colorbox position and remember the Index Number shown at botom.
3. Go to 'Colors' - 'Translate Colors' and enter only the 'Destination'
index number that was remembered.
(The 'Source Pixels' was auto-entered with Eye Dropper)
4. Mouse click on image to see change.
Try converting just the blue range. It should be good enough and take
less than 2 minutes per image.
 MarkV Fog
#15027 posted by adib on 2015/07/11 23:47:40
I wanna use fog and r_skyfog in MarkV. I tried to set it on command line, tried autoexec.cfg, but it doesn't work. The only way to set these vars are from console. What do I have to do to enter my map already fogged?
#15028 posted by ericw on 2015/07/12 00:47:04
for fog, adding a worldspawn key like this should work in most engines:
"fog" "density red green blue"
For r_skyfog, there are a few options:
-if you're using a mod like quoth, you can use an entity like info_command to run "r_skyfog x" in the player's console when they load the map. See: https://tomeofpreach.wordpress.com/quoth/tutorial/environment-variables/
-otherwise, if you can have your map install in its own mod folder, you can add the "r_skyfog" setting to autoexec.cfg or quake.rc. Preach recommends using quake.rc for mod-specifc settings, but it's not just an empty file like autoexec.cfg, see:
https://tomeofpreach.wordpress.com/2013/09/05/quake-rc-and-being-a-good-citizen/
 Er
#15029 posted by anonymous user on 2015/07/12 04:13:06
On that 1st '3.' it should read...
(the thumb, or an open edit window)
 Yay!
#15030 posted by adib on 2015/07/12 04:19:11
The fog key works! Also, r_skyfog can be set in a mod's autoexec.cfg.
Very few items last in my to-do list now.
#15031 posted by metlslime on 2015/07/13 03:14:28
Don't put it in autoexec, put it in quake.rc like in the tombofpreach link above
 I'm Obedient
#15032 posted by adib on 2015/07/13 20:19:33
Bookmarked The Tome of Preach. Good reading. Though I ended up sticking to the default r_skyfog value and setting the "fog" worldspawn key in my map.
 Skyboxes
Hey guys,
Where can I find some skyboxes for q1 that are more interesting than the default?
Cheers.
 Skyboxes
#15034 posted by Vondur on 2015/07/21 12:33:13
 Vondur & OTP
thanks guys
 How Do I Create Colored Lighting In My Maps?
#15037 posted by Crassius on 2015/07/25 01:05:01
I'm a new Quake mapper and I can't seem to figure out what I need to do in order to get colored lighting. I'm using the Jackhammer editor if that is any help. Thanks in advance.
#15038 posted by ericw on 2015/07/25 02:08:39
-Use a key/value on a light entity like "_color" "255 0 0" for solid red
-The light compiler needs to support it, use one like: http://ericwa.github.io/tyrutils-ericw/
-Make sure a .lit file is generated along with the .bsp, the above tool will do it automatically if you use colored lights. Copy the .lit and .bsp to your maps folder
-Engine needs to support loading .lit. Most engines do like Quakespasm, Fitzquake, Darkplaces etc.
 How Do I Run A Map From Fitzquake?
#15039 posted by Halvgoeden on 2015/07/26 22:15:43
Hello, I'm completely new to Quake. When I attempt to run a custom map in Fitzquake, the command line says, "Couldn't spawn server Maps/myquakemap.bsp"
I am using Jackhammer and choosing Run will compile the map and open Fitzquake, but nothing happens. Typing 'Map myquakemap' into the command line produces the result above.
I assume I'm not saving things in the correct directories, but have no idea where to begin with this.
If anyone has a breakdown for where the map should be in relation to Fitzquake, that would be fantastic. Any information is helpful.
Thank you all so much!
 Hey Hal :)
#15040 posted by DaZ on 2015/07/26 22:43:54
You need to create a folder called "maps" inside your "id1" folder and but bsp's in there.
GLHF!
 Thank You, DaZ!
#15041 posted by Halvgoeden on 2015/07/26 23:35:08
Your advice and some more tinkering with file paths solved the issue.
First of all, I did not have a maps folder under Id1, so this was created. After that I set this as the source maps directory in Jackhammer.
Also noticed that there wasn't actually a .bsp being created when I exported, so this was solved (I think) by adding Fitzquake as the CSG Executable under the build programs list.
 Woah There
#15042 posted by DaZ on 2015/07/26 23:50:38
FitzQuake isn't a compiler so you won't need to add it to the compiler setup (aside from the path for your quake executable). Also, quake doesn't use a separate CSG compiler (that is from the Half-Life engine) so you can leave that entry blank.
If a bsp file is not being generated then my best guess is that the bsp compiler found something wrong with the level and refused to create a bsp from the map file you gave it. Check the compile log for warnings and errors!
#15043 posted by Halvgoeden on 2015/07/27 00:27:49
Ha, that would explain why it's not working again! I'll remove the csg entry and see what's wrong with the map.
Thanks!
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