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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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Daya 
Ok 
ad_test3s first rotating door (the "vault" door) is a bit trickier to explain, it is actually a func_rotate_train.

But first the normal door we all see everyday, with a vertical and fixed hinge. Build one of those out of as many brushes you want, these all go into an entity called "rotate_object".

Note there is no func_ prefix on this entity, idk who was so crazy to name it w/o this.. :) But the quoth fgd/def has it.

Give it a targetname, lets say rotate_door1 , and a target, lets say rotate_hinge1.

"targetname" "rotate_door1"
"target" "rotate_hinge1"

You must also set the light parameters like "_dirt" and "_minlight" on this one (if you want to).

Now create a "info_rotate", this is a point entity, important is you place it right on the vertical axis i.e when viewed from above or below in the middle of the hingebrush for best looking results.
This one is targeted by the rotate_object.

"targetname" "rotate_hinge1"

Now create a "func_rotate_door", again a point entity placed on the axis.
This one targets the rotate_object

"target" "rotate_door1"

This entity has all the keys for controlling the rotation of your door.

"speed" - the amount of time to open/close the door

"angles x y z" - the total angle the door rotates i.e.0 360 0 is one full turn vertical.

sounds/noise keys depending on the used progs.

"targetname" - last but not least this one must be targeted itself by a button/event of your choice.

Important note, these "doors" have no collision. You'd have to fake this with skip-textured func_doors/func_movewalls.

Try this guide first, vault-doors later (those are easier to fake collision for :))
Hey.. 
ERIC 
 
What's In A Name 
Build one of those out of as many brushes you want, these all go into an entity called "rotate_object".

Note there is no func_ prefix on this entity, idk who was so crazy to name it w/o this.. :) But the quoth fgd/def has it.


Blame hipnotic! In Quoth we tried to name things with consistency in terms of func_ being solid brush entities, trigger_ being invisible brush entities, info_ being invisible point entities, etc. Most of the exceptions to the rule are things that would be too confusing to rename now, like trigger_counter. Unfortunately rotate_object is a name hard-coded into the compile process and there's no way to change it. 
Looking At Preach's Tutorial 
I don't get the part with the func_move_walls. I know they're part on making a collision mask, but for two side-to-side rotating doors how does it work?
Do I just make tiny cube brushes that form a quarter-circle from the closed position of the door to the theorized opened one? Or do I just make a single brush that I cut in an arc that's suposed to draw out the shape of the movement? 
Movewalls 
Correction: CZG's tutorial

The movewalls should be shaped to approximate the size and shape of the visible entity while stationary. The ideas is that because you can't actually rotate solids in Quake, you have these small chunks which slide along a circular path.

It might be better to describe a couple of basic things you might create, and how to movewall them.


A door: cuboids which stretch from the top to the bottom of the door, are square on top, and exactly match the width of the door. In ascii, from above

========= (door)

[ ][ ][ ][ ][ ] (movewalls)


A propeller: cubes along the length of each blade, flattened to the thickness of each propeller. 
Awww Yeaaah 
After some bits of trial and error regarding rotation angles I came through
http://image.noelshack.com/fichiers/2016/06/1454888677-schlossherr20160208004219-00.jpg

(And here you can see fullbright pixels will be a huge problem) 
 
TexMex can remove fullbrights. 
 
Load the wad into TexMex. Double-click a texture. It will open in a "Detailed View" window. Right click on the texture and select "Adjust Brightness", then click "Remove Brites" in the "Brightness Adjust" window. 
Thanks! 
 
 
I hope it works. I'm not sure I ever actually tried it.

I edit textures in an old version of PSP and have a custom quake.pal file where all the fullbrights are replaced with black. I just apply that (using match nearest color) to any texture where I want to get rid of stray fullbrights. 
It Worked Half The Time 
Some of the reworked pixels where fullbrights, so I had to edit them with Photoshop.
Nevertheless, they're gone now. 
 
Is there a hack to make explosions made of info_notnull deal zero damage? I need just a visual effect of explosion. 
PuLSaR 
Oh Yes 
Ogre grenade suits perfectly for this, thanks 
 
Is it possible to place an animated texture without animation frames playing (last frame I need) without making it a separate non-animated texture in wad? Like the button that have already been pressed? 
Figured That Out 
ignore the previous post 
How? 
 
Ijed 
Just use its switched-off frames as texture for your button, wall etc. 
 
so the +a*.* frame? 
Right 
But I read it as if PuLSaR is saying use one of the animation frames, not the 'off' (+a) frame.

I know that func_wall has some little known hackery inside that works with this, but can't remember what it is.

And now, reading it again, it seems that it is just setting the +a frame yeah. 
Yep 
I just needed the +a frame, silly me 
Misc_explobox2 + Trigger 
I want explosion of misc_explobox2 to trigger stuff.
Tried 'default' and hacked triggers, but it seems they don't take damage from that entity.
Setting enemy:1 to box makes it shot-through. 
 
And another question.
Guys, how do you create caves?

Quick experiments taught me that it would be nearly impossible to do it in radiant or at least very long and masochistic experience.
Trying to use trenchbroom atm. Alas, it crashes often, but in the meantime gives much more freedom.

Technique I use is pretty much what was shown in TB tutorial-gifs - making a grid of 64x64 boxes and then pushing vertices.
https://i.gyazo.com/067766322d24018d6c8b2cadc916b4e0.png

It goes very slow and I'm not quite happy with my results so far.
Tips, rules, your personal general pipeline - I'm interested in everything. 
DeeDoubleU 
I use Netradiant, and it's as quick as TB in my experience if you work in tri prisms and drag-select multiple vertices. You can even do all the pushing and pulling in the 3d view, like in TB.

Once I'm happy with the shape, I combine the tris to make them quads, which halves the brushcount and probably makes the compiler happier.

The trick is knowing which configuration of tri prism pairs makes a convex quad, and it takes a while to develop an intuition for that.

Your probably better off sticking to TB. 
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