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.
WHAT ERICW SAID
#15252 posted by - on 2015/08/20 02:33:42
Poor Daz
#15253 posted by necros on 2015/08/20 02:34:25
the jam has really taken a toll on him. :P
#15254 posted by Spirit on 2015/08/20 15:37:26
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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