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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Lighting A Map... 
IMO some of the best examples of lighting used to guide a player can be found in the Portal games. 
OGkspAz 
Using shortened links like that is the perfect way of making links break and sites hard to find... 
 
Huh... I should edit my guide... When I wrote it, mh's light was the only modern one around. :P 
 
"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 
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. 
 
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... 
 
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 
Neat! Worth a try. 
 
unbirthday, re-register please, no such username at i3d/iqc. 
Rick 
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/ 
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. 
 
Try fov_adapt 
Kinda Works, 
but not quite as good. 
Wow 
Good stuff just keeps coming. Separate alphas for the different liquids also? Man, that's great. 
Small Question About Relays 
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 
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. 
 
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. 
 
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 
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 
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 
 
the trigger volumes do. 
WHAT ERICW SAID 
 
Poor Daz 
the jam has really taken a toll on him. :P 
 
What's going on with the multiple maps in jam6 trying to load CD track 1? It does not exist, first track is 2. Some editor definition file using 1 as default? Noticed it with ericw/tronyn's and warren's. 
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