Rick
#15217 posted by ericw on 2015/08/15 07:10:10
Impossible, although I think it can be done with custom qc (not confirmed though. Has any mod ever done that?)
#15218 posted by necros on 2015/08/15 08:38:55
it could be done by making a normal switchable light that is continuously targeted by a trigger_relay
light
targetname: flash
trigger_relay
target: flash
targetname: flash
delay: 1.0
trigger_once
target: flash
starts the flashing
trigger_once
killtarget: flash
stops (permanently) the flashing
#15219 posted by Spirit on 2015/08/15 09:10:46
Jimbo, if it moves automatically and can't be blocked, you could used a timed trigger.
Rock_brown
Where is the rock_brown texture originally from?
Jimbo's Train Problem
#15221 posted by Preach on 2015/08/15 17:10:13
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner
New blog post: https://tomeofpreach.wordpress.com/2015/08/15/func_train-locational-triggers/
Actually, while writing that I thought of an alternate approach involving spikeshooters and logic gates, with the "cage" being changed to a "blast shield" which blocks the path of the spikes until the train reaches a certain point. So if the posted way is no good and you'd like me to elaborate, let me know...
What To Do...
#15222 posted by oGkspAz on 2015/08/15 21:14:55
Although not an editor/entity/how do I do this type of question, I still need some opinions on what I can do here. ie. I need help with my map =P.
I have made a small courtyard type area with a small wall skirting it and clipped so you can't go further, but I can't think of any decent ideas how to finish it off visual wise. I've tried a cliff face up but that looked a bit dodgy. (I may have messed up a few things as that build also gave a ton of errors) A void type idea also seems wrong.
Any feedback is always welcome.
Test shots : http://imgur.com/a/yIWkK
#15223 posted by necros on 2015/08/15 23:16:37
nb: the screenshot thread is actually for this kind of question
anyway, you could try putting cliffs there, but pushing them back from the wall by putting a river or something.
#15224 posted by Rick on 2015/08/15 23:45:05
Easiest thing would be to use a skybox and make it some kind of void map. Adding terrain outside the walls, you will end up needing a bunch of brushwork to look decent. Some kind of combination of brushes and skybox, along with a judicious amount of fog could look good also. You could even put it inside a giant underground cave. There's lots of possibilities.
#15225 posted by unbirthday on 2015/08/16 13:05:02
In the latest netradiant (1.5.0n compiled Jun 21 2015) for quake 1 mapping (not tried quake 3) brushes at 45 degree angles have their texture off by 90 degrees (usually). If I set the texture to -90, then it sometimes realigns. In other cases, I just can't get it to realign, even at other angles and shifts. Frustrating. Seems like a bug, but not sure. Should I contact ingar, the build author?
I wanted to post this on insideqc, but my account is not registered. I made the acount 2 years ago, so if anyone has admin/mod rights, could you please approve my account. Same username.
Relevant screenshot: http://imgur.com/KhsYn5m
#15226 posted by JneeraZ on 2015/08/16 13:30:36
This is a traditional Quake problem. Trying passing "-oldaxis" (or something like that) to your BSP compiler. Might fix it.
@WarrenM
#15227 posted by unbirthday on 2015/08/16 13:45:02
Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?
Just tested -oldaxis, god that is damn useful. Thanks for that.
#15228 posted by Rick on 2015/08/16 14:01:06
That's odd, I've used Netradiant and Fitzquake/Quakespasm for years and have never had that problem.
I do use an old version of Netradiant though, from 2012 I think. I used Bengt Jardrup's qbsp until changing to txqbsp_xt, never with -oldaxis.
I do remember having that problem when I first started making Quake maps. That was probably the original Worldcraft and Id's qbsp though.
Re: Lighting For First Timers
#15229 posted by oGkspAz on 2015/08/16 14:02:03
I have had a look around this (massive) thread but so far have only found these two Lighting tutorials:
https://goo.gl/kLPFuq (Spawnhost)
https://goo.gl/scVY9o (Shores of Nis)
Now these are fine for "what commands are available to me" but don't really seem to do much on the "what happens when I" or "how can I best do" fronts.
So far Tyr's site for his utils have been of more use to me.
Are there any others that I should be aware of?
I have even contemplated making a bunch of cubes connected with a plain passage and then adding a single light in each with various light and wait settings just to see what happens with each.
Lighting A Map...
IMO some of the best examples of lighting used to guide a player can be found in the Portal games.
OGkspAz
#15231 posted by Spirit on 2015/08/16 14:34:47
Using shortened links like that is the perfect way of making links break and sites hard to find...
#15232 posted by necros on 2015/08/16 15:40:30
Huh... I should edit my guide... When I wrote it, mh's light was the only modern one around. :P
#15233 posted by JneeraZ on 2015/08/16 16:43:42
"Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?
Just tested -oldaxis, god that is damn useful. Thanks for that. "
It has to do with Quake's automatic texture mapping and how it decides which axis to use when it encounters a 45 degree angle. There was never a consensus reached so compilers offer that switch to compensate.
Sky Fog Help
#15234 posted by adib on 2015/08/18 06:27:08
Please, is there a way to set r_skyfog on worldspawn? I'm using MarkV. Already tried _skyfog, skyfog and even (desperate) r_skyfog. None of them work.
#15235 posted by Rick on 2015/08/18 16:59:29
It can be done by putting it in a quake.rc file, and running the map as a separate game mod. I don't know of any way to just include it in the bsp file.
Actually...
#15236 posted by necros on 2015/08/18 17:28:35
#15237 posted by Rick on 2015/08/18 20:40:35
Why is that anyway? QBSP will store the key/value pair in the bsp file. Could using it be added to the next version of Fitzquake/Quakespasm?
Necros
#15238 posted by adib on 2015/08/18 20:40:37
Neat! Worth a try.
#15239 posted by Spirit on 2015/08/18 21:25:30
unbirthday, re-register please, no such username at i3d/iqc.
Rick
#15240 posted by ericw on 2015/08/18 22:04:06
After stalling on this for a long time, I added a "_skyfog" worldspawn key to Quakespasm recently, to be included the next release. Also, _wateralpha,_lavaalpha,_slimealpha,_telealpha.
\o/
#15241 posted by ptoing on 2015/08/18 22:19:08
Could you also add the fov thing on viewportmodels that FQMKV has? That's a neat feature and makes the weapons at higher fov not look weird.
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