Kinn
#15701 posted by ericw on 2015/12/29 00:02:26
These are the collections I know of:
Kell's: https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
sock's: http://simonoc.com/pages/artwork.htm
hipshot's: http://www.quake3world.com/forum/viewtopic.php?t=9242
Q3 skybox collection: http://lvlworld.com/review/id:2023
hipshot's are the most organic looking, IIRC he made them from photographs + photoshop, while the majority of the others are done in terragen.
Kinn
No problem, it can look a bit generic which is why I said 'starting point'. I think you'd have to find some stuff to put with it, like finding some planets online to photoshop onto it and blend etc (which is what I have done with mine).
I think most people tend to use these -
https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
http://lvlworld.com/review/id:2023
http://www.quake3world.com/forum/viewtopic.php?t=9242
Ericw, Fifth
#15703 posted by Kinn on 2015/12/29 00:05:50
Thanks, exactly what I was looking for, cheers.
Http://www.lvlworld.com/review/id:2023
I went through all this digging through Twitter to provide Kinn with a link only to come third?
Is there a name for this? Like sloppy seconds, except thirds?
#15705 posted by adib on 2015/12/29 00:57:32
I'm sure he has a pants remark about it.
Thankless Thirds
#15706 posted by Kinn on 2015/12/29 01:21:32
I just made that up
Disco Light Biscuits
Using Jackhammer, EricW's TyrUtils for compiling and Quakespasm engine. What's going on here? It's just a basic light set to 1000.
http://i.imgur.com/QB0LkP6.jpg?1
Out Of Date .lit File
#15708 posted by ericw on 2015/12/29 19:18:23
The engine is loading a .lit file that doesn't match the .bsp. Easiest fix is always pass the "-lit" flag to light and always copy the .lit and .bsp to your maps directory together (or just compile inside quake/XXX/maps)
Thanks EricW
That fixed it.
#15710 posted by mankrip on 2015/12/30 16:58:35
Is there a way to force the BSP compiler to include all frames of texture animation in the BSP file, without having to create dummy brushes with the other texture frames?
#15711 posted by JneeraZ on 2015/12/30 17:10:07
I thought that was automated now with modern day compilers ...
#15712 posted by Spike on 2015/12/30 18:40:13
I thought that was automated even with olden day compilers ...
#15713 posted by Rick on 2015/12/30 21:17:27
I know whatever I was using in 2007 required brushes with all the textures of animation to actually be in the map. That hasn't been necessary with the BSP versions I've been using the last 5 years or so.
Rick, I Remember The Same
#15714 posted by mfx on 2015/12/31 21:20:47
iirc those were treeqbsp.exe and variants. IIRC.
#15715 posted by mankrip on 2016/01/02 22:57:19
Oops, I've forgotten to test this with other compilers since my last post.
Now I don't remember if the one that gave me this problem was the one included in Worldcraft 1.6, the one included in Jackhammer, or the one from EricW. Anyway, good to know that this was fixed in recent compilers.
Trigger More Triggers?
#15716 posted by Skiffy on 2016/01/03 23:21:16
So I have a question. Is it possible to trigger another door or item after another has been triggered?
In this case I am talking about doors, Secret once more specifically. If I shoot / hit a secret door I would like to have another door / panel slide open / trigger once the other door has opened completely. Is this possible in quake?
Thanks in advance to any map guru's
#15717 posted by - on 2016/01/04 00:35:18
func_door doesn't fire targets when it opens or is shot, so in this case you will likely want to set it up so that you have a thin trigger_once/multiple with 'health' '1' which is what you actually shoot... and that targets the door and a trigger_relay with a delay that targets your second door.
if you are using a func_door_secret, that will fire a target when it is shot or triggered open, but it will fire it right when it is triggered so you will likely want to target a trigger_relay with a delay in this case as well.
I Believe That
AD has this functionality. It could be worth using trigger_relay as scampie said.
#15719 posted by adib on 2016/01/04 00:46:58
Yes. You just have to synchronize. Your door targets a trigger. This trigger waits to fire just the amount of seconds the door takes to open. Cant remember the exact properties' names, though, but that works.
Thanks Everryone
#15720 posted by Skiffy on 2016/01/04 01:05:52
Sweet thanks everyone. I'll give this a go!
It Works!
#15721 posted by Skiffy on 2016/01/04 02:23:04
Sweet... and I can trigger multiple things in various sequences. Epic doors opening with lighting toggling on... so fun. I wonder why this was not used more back in the day.
I Use
#15722 posted by PuLSaR on 2016/01/04 14:08:44
toggling on lights behind secret doors/monster closets when they open to prevent spoiling that there's something behind it before it opens.
Door Triggered By Either Of 2 Events
#15723 posted by Catalyst on 2016/01/05 11:27:37
I want to create a door which will be opened by either of two events:
1. a player walks into a special trigger area (trigger_multiple?), and the door stays open as long as the player is triggering
2. a moving brush touches the door and the door will stay open as long as the brush is triggering it
The door should also stay open when both events take place at once and close (immediately) only when the events stop triggering.
Is this possible with the original Quake entities?
Logic Gate
#15724 posted by DaZ on 2016/01/05 13:28:47
Sounds like building a physical logic gate somewhere outside of the map is what you will need.
Create a button that operates when shot, set a spike shooter firing nails at it. Then place 2 doors between the spikes and button that block the spikes.
The 2 triggers inside the map should move the doors when activated, so that when both are active the two doors are moved out of the spikes flight path and the button is activated.
#15725 posted by JneeraZ on 2016/01/05 14:14:41
Good lord ... that's ... awesome.
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