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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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Lol 
"Deedouble" I want mean 
On The Double Dee U 
the mad fox jumps over the langu aged dog. 
Ai don't understand your chist, HBO 
Lol 
@-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 
yes I know, In my country we change the names to another similar for joking,
"natgeo-HBO" ;D 
Working Yet In An Introduction 
how I do a teleporter(portal) to select difficultys? 
Trigger_setskill 
key: message
value: 0 - 3 (easy - nightmare) 
@Bloughsburgh 
Ok, thanks. 
 
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 
Thanks, that would been helpful for me. 
Mdl Lighting 
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? 
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 
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 
Only support forced light settings on brush entities? 
Yeah, Only Brush Entities 
Supporting minlight on func_detail/func_group would be doable, just messy to implement since qbsp has to do part of it. 
Ericw 
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? 
 
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 
cheers - minlight spotlights sound like they could be a very easy way to do it, when you get round it of course, no rush :} 
 
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 
Ah cheers.

I imagine I'll just make it look ok in QuakeSpasm and call it a day. 
Finally Last Qstions 
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 
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 
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) 
Try Lip 32 
 
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