#16176 posted by Spirit on 2016/03/07 18:57:08
ok I looked and that wiki is very incomplete.
You can change that
Yeah Put A Link To The Forge
#16177 posted by ijed on 2016/03/07 19:47:41
#16178 posted by Rick on 2016/03/07 20:44:36
The old BSP editor site is still up and has some tutorials.
http://www.bspquakeeditor.com/tutorials.php
Kinn
TrenchBroom
Yeah, the Wiki is super incomplete, but I think it has what I need besides how doors work (not doors in vertig, that would be insane).
Also, About Vertig's Ligting...
I think I'm just gonna fullbright it with _dirt like FifthElphant said, I think it's a little to complex for me at the moment to carefully light the map. Maybe my next map will be fully lit, I just don't have time right now :/
The Final Version Of Vertig
Well, I guess it's done! I made some adjustments, like adding more spawns to keep things distributed, and changing around some items. I added dirtdepth (1024) to give it some darkness, and to keep it from being fullbright. This is all I am doing with vertig, and I am moving (I should say going to move) to a different map idea.
Map:
http://www.mediafire.com/download/ct5yza6iyaurh5c/vertig.bsp
Me traversing the map (recorded in Quakespasm):
http://www.mediafire.com/download/m87686884veu5pr/vertig.dem
SpecialBomb
#16182 posted by mjb on 2016/03/08 12:46:35
For your first map, that's a really good effort. You listened to some criticism and made some changes for the better. Nice going!
Anything looks better than fullbright (Even total darkness!)
Moving on to different map ideas AFTER you have completed the current project is the way to be. Starting a map is one thing, but finishing one is another thing entirely.
#16183 posted by Rick on 2016/03/08 12:58:58
I looked at it. Is it supposed to be played in near total darkness? I don't really see how that would be fun.
You can't really say it's "done" until it's lit. The map is not that big or complicated. It wouldn't take more than a hour to light it adequately enough for what it is and it would be a major improvement.
Bah, Why Not?
#16184 posted by SpecialBomb on 2016/03/08 13:39:25
Guess I'll just try and light it for the fourth time. I already posted the map on Quaddicted, bet if I check there again I'm gonna have people yelling at me. Lazy-switch is off tonight.
My Next Map Isn't DM Either, Btw
#16185 posted by SpecialBomb on 2016/03/08 13:46:47
The map I'm working on now is a singleplayer map, and it's more of a test for all of the entities available (doors, monsters, etc.), and I'm not posting it. I'm 100% sure it's not going to be special. Plus I'm going to try and light it correctly so that way I can practice up on it. I slept on a good idea for a DM map, but I forgot what it was.
Always A Place For Criticism
#16186 posted by mjb on 2016/03/08 13:53:14
Exciting to hear about a single player map! I can fully understand not posting it as in that regard, I technically have 9 maps under my belt but every one was me learning.
However I implore you to take advantage of the Screenshots and Betas thread and post the map there...there you can receive technical advice/criticism but avoid a full blown public release. I know I plan on doing that first before publicly releasing my first map.
Bloughsburgh
#16187 posted by SpecialBomb on 2016/03/08 14:47:41
Thanks for that! As a complete n00b, I really have no idea how to publish maps, so now I know to put screenshots and stuff there before posting all over the place. Apparently, Kinn is super famous, so I should check out his maps since he has patiently looked at mine and helped me out here. Drop a link to yours as well :)
UT Like Jump Pad In Quake Using Func_push?
I was wondering if it would be possible to make a UT like jump pad in Quake, because my current experiments say no.
Angles
#16189 posted by mjb on 2016/03/09 02:32:07
I believe the angles (with an s) key can allow for diaognal pushing.
Ah, Thanks
I just got trigger_push working, and I didn't set the speed. Boy, that scared the SHIT outta me when I tested it.
Angles Didn't Work...
For some reason, I can't make push go in a specific angle, just 90 degrees up and down, and full rotation going around. So, yeah.
Try Something Like
#16192 posted by mjb on 2016/03/09 03:07:48
angles 90 45
You have to specify more than one direction when using the angles key. In Quakespasm...to really get exact, you can play the map and in the console type: r_pos 1
This will give you constant location data of your player including viewing angle. Have your player face the direction where you want the push to go and record the values labeled Pitch Yaw Roll. For your requirements, you are looking for Pitch and Yaw values.
At least I think this is how it works. :p
You're Right
#16193 posted by SpecialBomb on 2016/03/09 07:18:40
That's what I did, but more
angles 90 85
It failed to launch me into the air, and looked like it was trying to accelerate me into the ground.
Try
#16194 posted by DeeDoubleU on 2016/03/09 08:57:34
angles -15 45 0
if you want it to push you up, first value should be negative (-90 straight up, 90 straight down)
That's Right
#16195 posted by mjb on 2016/03/09 12:18:00
I looked back at the one time I used the angles key for a trigger_push and the pitch should be negative for upwards motions...DeeDoubleU has it right.
I still recommend using r_pos 1 (or viewpos) to get the exact desired "push" you are looking for! ;)
Thanks, Botha Ya!
#16196 posted by SpecialBomb on 2016/03/09 13:44:22
Now all I have to do is calculate (aka experiment) how much force (speed) I need to go 64 units up plus the angle. Make it triggerable with a floor button, and bang. Jump pad!
Confused
#16197 posted by JohnisonBoa on 2016/03/09 23:22:12
I use a trigger_once for a func_door or plat elevator able one time? triggered by a button
JohnisonBoa
So, what I think you are asking is how to press a button once, and it will trigger only once. To do that, add this in keys/values of the button:
time -1
What time does is after you press the button, it will stay depress for x amount of time before being repressable. Setting time to -1 just means for the button to stay indented after pressed.
#16199 posted by necros on 2016/03/09 23:58:10
in a way, it's too bad everyone is using only hammer and tb these days. both those editors do not display the old school entity descriptions like radiant did and that is a much easier way to learn the stuff. :(
Plats are always drawn in the
extended position, so they will
light correctly.
If the plat is the target of another
trigger or button, it will start out
disabled in the extended position
until it is triggered, when it will lower
and become a normal plat.
Flags:
"plat_low_trigger"
plat will only be triggered when in
lowered position
Keys:
"speed"
moving speed, default is 150
"height"
determines the amount the plat
moves, instead of being implicitly
determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
so a trigger_once in this case would unlock and lower a plat and then the plat would work as normal.
SpecialBomb
#16200 posted by DeeDoubleU on 2016/03/10 00:11:12
I believe you meant "wait" key.
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