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.
Ericw
#16055 posted by Kinn on 2016/02/23 20:35:54
Cheers, so I guess the model lighting only picks up the light from the world, and not brush entities?
I quite like the idea of putting a tight speck of light under the model - can minlight work as a spotlight? That could be one way of easily getting a fixed lightlevel in a small spot?
#16056 posted by ericw on 2016/02/23 20:57:29
Yep, mdl lighting does a traceline (straight down) against the world model only, and samples the lightmap brightness where the trace impacts. I'm not sure if any engines change this behaviour to include bmodels.
Unfortunately, combining local minlight (delay 4) with a spotlight appears to be unsupported in tyrutils (just a bug / oversight), I added it to my bug list.
Ericw
#16057 posted by Kinn on 2016/02/23 21:02:01
cheers - minlight spotlights sound like they could be a very easy way to do it, when you get round it of course, no rush :}
#16058 posted by metlslime on 2016/02/23 21:50:39
some engines, including fitzquake, lerp between the 4 closest lightmap samples instead of just taking a single sample. This will affect what you see if there is a high-frequency change in the lightmap under a model
Metl
#16059 posted by Kinn on 2016/02/24 13:06:38
Ah cheers.
I imagine I'll just make it look ok in QuakeSpasm and call it a day.
Finally Last Qstions
#16060 posted by JohnisonBoa on 2016/02/25 22:06:01
I finally finishing my Intro for a quake game, all entities has very good. But, 2 last questions for details:
1- exist volume key for an ambience sound trigger? default?
2- In a func_buttons of a counter to open a door, how I set to not move the buttons?(cause they are shootable, health 1)
Func
#16061 posted by madfox on 2016/02/25 22:17:53
Values: Sound Attenuation
ATTN_NONE = 0; // full volume everywhere in the level
ATTN_NORM = 1; // normal
func_button on counter no move
classname func_button
target X
targetname counter target
speed 100
wait -1
health <0 >1000
Oh, I Thought He Didn't Want Button To Physically Move
#16062 posted by DeeDoubleU on 2016/02/25 22:23:16
trigger its targets without sliding.
If this is the case then use
lip XX
where XX is thickness of your button
My Problem With Button(screenshots)
#16063 posted by JohnisonBoa on 2016/02/25 22:33:51
Try Lip 32
#16064 posted by DeeDoubleU on 2016/02/25 22:42:22
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