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.
#15255 posted by ptoing on 2015/08/20 16:04:34
Maybe they are hankering for some good old bit screeching.
#15256 posted by JneeraZ on 2015/08/20 16:08:56
Must be a default, I never set it.
Z-fighting
What causes z-fighting and how does one avoid it in creating a map?
#15258 posted by ptoing on 2015/08/20 17:12:23
Z-fighting is cause when faces of brushes overlap. In general this will only happen with things like func_door, func_plat etc.
So if you make a door or a platform make sure that none of the visible faces are level with other visible faces. This means that you should model in recesses for your platforms and doors to go into in most cases.
Thanks For The Fast Response, Ptoing
So what about having two world brushes with overlapping faces that the player can see? Will this ever result in z-fighting? And if not, is there any rule to which of the two faces (i.e. which texture) is seen in-game?
#15260 posted by ptoing on 2015/08/20 17:28:20
with world brushes you should not have them overlapping in such a way that parts of faces which will be seen are flush. You don't know and then engine does not know, hence the z-fighting. I think the gl_zfix thing only sets worldspawn to a higher prio than entities.
Ok, thanks for clarifying. I'm working on structure where it's kind of tricky not to have any visible surfaces overlap, especially without splitting the brushes into tiny components -- but I guess I'll have to figure it out somehow, then.
Thanks again!
#15262 posted by ptoing on 2015/08/20 18:14:44
Feel free to upload a work in progress of your .map and I can have a look at it and let you know what might be problematic.
Thank You!
That's very kind of you, but at the moment I'm still too embarrassed to show anything I've made.
I might take you up on the offer when things look less messy ... but that's going to take a while at my pace.
World Brushes Z-figiting
#15264 posted by ericw on 2015/08/20 19:10:22
shouldn't happen. Here's a test:
http://imgur.com/a/McOtQ#Ce5LmYE
qbsp has a step where it CSG-subtracts each brush against each other brush. I think they're done in map file order, so the first brush I added there clips away the corner of the second brush.
The gl_zfix cvar in quakespasm was pushing each face of bmodels (so func_wall/func_door, etc.) out by a small amount, but it's disabled now becuase it caused arifacts making some secrets visible, and caused mappers to put z-fighting in their maps inadvertently.
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