@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.
#15242 posted by Spirit on 2015/08/18 22:30:18
Try fov_adapt
Kinda Works,
#15243 posted by ptoing on 2015/08/18 22:45:02
but not quite as good.
Wow
#15244 posted by Rick on 2015/08/18 22:45:19
Good stuff just keeps coming. Separate alphas for the different liquids also? Man, that's great.
Small Question About Relays
#15245 posted by ptoing on 2015/08/19 23:51:00
So I made a trigger which triggers a bunch or relays which trigger lights with a staggered delay. I set the relays to have sound but they do not play any. What gives?
It Can't Play Sounds
#15246 posted by - on 2015/08/20 00:35:51
trigger_relay's .qc code is
void() trigger_relay =
{
self.use = SUB_UseTargets;
};
Literally all it does is 'use' (trigger) it's targets. That's it. No sounds or anything else fancy.
--
There's some entity hack stuff you can do to make an info_notnull play a sound, so you could target that and it will play your sound. Give it the following properties:
"use" "train_wait"
"wait" "-1"
"noise" "boss2/sight.wav" (or whatever sound, look in the .pak files for the names)
The sound must be precached, or your map will crash, so make it a sound that another entity in your map plays, that entity will precache the sound for you. For instance, the sound I used was from boss2, who is Shub, so I would need to place Shub in my map somewhere to use the sound.
#15247 posted by ptoing on 2015/08/20 01:11:49
Thanks, that works. Was just confused because in the .fgd I got (the one DaZ made for JH) there is a dropdown for sound style on relay_triggers.
#15248 posted by necros on 2015/08/20 02:14:19
you can trigger a trigger_once/trigger_multiple by giving it a targetname. then you can add any sounds you want to it. use the 'notouch' flag so you can't accidentally walk into it.
Err
#15249 posted by DaZ on 2015/08/20 02:27:57
What entity makes the "large Switch" sound then? Like the sound in e1m1 as the lights turn on as you go down the slime room with the 3 buttons.
Daz
#15250 posted by ericw on 2015/08/20 02:30:38
Quark tells me "sounds" "3" on a trigger_once/multiple makes the "large switch" sound :)
There's also 2="beep beep" 1="secret" 0=none
#15251 posted by - on 2015/08/20 02:33:13
the trigger volumes do.
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