"this much", not "this must"
2 Problems...
#16031 posted by JohnisonBoa on 2016/02/22 00:19:38
1- trigger_multiple: I wrote a message, and, how I can use the INTRO button for the message? When press intro in TB the message don't get it.
2- Texture offset: what's up with the QUAKE, NORMAL, HARD textures? I changed the scale and the offset for the design, but when I test the map appears misaligned.
#16032 posted by madfox on 2016/02/22 00:31:18
_@newbe : map loads perfect in TB1.
-@JB : if your trigger_multiple has a brush with the clip.tex
you don't need an intro by way of trigger_touch. Just make sure you end the message with a "n" option and has not more then 6 or 8 words.
#16033 posted by madfox on 2016/02/22 00:33:23
"\n"
Total Newbie
#16034 posted by SleepwalkR on 2016/02/22 00:35:01
Make sure you use the latest build. There was a bug with entity properties that I fixed yesterday.
Just Updated
That actually made things worse... The doors still don't work, and now I can't edit the entity properties at all.
Should I post this on github, or am I doing something stupid?
Reply
#16036 posted by JohnisonBoa on 2016/02/22 02:23:55
Lol, I mean said that the INTRO keyboard button: I press it, and after, the message, in process of writing, the message don't gets this space down and message in game appears outside the screen, for write enough words.
I need how to write plus two verses in a message(Trg_multiple).
I Guess You Mean ENTER Key
#16037 posted by DeeDoubleU on 2016/02/22 08:56:54
If so, do as MadFox said
message "line 1 \n line 2"
Angles
#16038 posted by adib on 2016/02/22 12:59:36
Metl, Jackhammer produced that "angles" entry when I changed door's orientation in editor. That door wasn't working, but did work when I set that.
Sorry Mad & Adib
#16039 posted by JohnisonBoa on 2016/02/22 16:05:13
I don't dominate the english, I know some words but not all. :s
Lol
#16040 posted by JohnisonBoa on 2016/02/22 17:25:23
"Deedouble" I want mean
On The Double Dee U
#16041 posted by madfox on 2016/02/22 22:03:16
the mad fox jumps over the langu aged dog.
?
#16042 posted by JohnisonBoa on 2016/02/22 23:18:12
Ai don't understand your chist, HBO
Lol
#16043 posted by madfox on 2016/02/23 00:43:15
@-johnison: I'm joking. Half of the time I don't know how to handle another language either. Reason I use Google translate, nevermind. :P
@MadFox
#16044 posted by JohnisonBoa on 2016/02/23 02:00:40
yes I know, In my country we change the names to another similar for joking,
"natgeo-HBO" ;D
Working Yet In An Introduction
#16045 posted by JohnisonBoa on 2016/02/23 02:29:31
how I do a teleporter(portal) to select difficultys?
Trigger_setskill
#16046 posted by mjb on 2016/02/23 02:31:08
key: message
value: 0 - 3 (easy - nightmare)
@Bloughsburgh
#16047 posted by JohnisonBoa on 2016/02/23 02:40:47
Ok, thanks.
#16048 posted by necros on 2016/02/23 03:09:16
john romero released all the map sources a little while ago:
http://www.moddb.com/games/quake/addons/quake-map-source-files
while i would not recommend them as a study in how to do brushwork, you can see how they set up all the entities to do what you saw in the game.
@necros
#16049 posted by ohnisonBoa on 2016/02/23 03:40:31
Thanks, that would been helpful for me.
Mdl Lighting
#16050 posted by Kinn on 2016/02/23 18:53:37
Anyone know of any hacky workarounds to get a .mdl to light up with a different light level to what's underneath it?
Bsp Texture As Skin?
#16051 posted by DeeDoubleU on 2016/02/23 19:03:27
Is it possible to use skin key (or any other hack method except making a mod) to assign texture from my map's bsp file?
Kinn
#16052 posted by ericw on 2016/02/23 19:21:55
Less hacky, but annoying to set up: configure a tightly focused light (high wait, high brightness / strong antilight) so only affects one lightmap sample, and position this at the entity origin.
If that would still be visible: Make a sunken pit under the model with the desired light level at the bottom, cover it with a func_wall to hide it (I forget if monsters will walk on that?)
Do Tyrann's Tools
#16053 posted by ijed on 2016/02/23 20:05:41
Only support forced light settings on brush entities?
Yeah, Only Brush Entities
#16054 posted by ericw on 2016/02/23 20:13:44
Supporting minlight on func_detail/func_group would be doable, just messy to implement since qbsp has to do part of it.
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