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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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interesting, but I've just sent you e-mail with my thoughts.

So is it a brush problem, not entity? 
Basically 
it's likely to be a visibility issue; too much is visible from some angles and that probably includes both architecture and entities. The architecture (or rather, layout) is too interconnected, which looks nice but comes with a price tag.

If you perform a fastvis, it will printout the position in the map where the highest # leafs are visible. This is a place that you should check out with TyrQuake and the r_draworder cvar enabled.

I'll read your email and get back to you. 
Vondur: 
send me the bsp, i'll check it out. 
Fern 
The idea was to jump to catch the pentagrm, climb into a well, and fall into a lava "bath" to progress into the map... so without invicibility pentagram, you die immediatly..
Anyway, yesterday night I tested the method given by distrans (thanks distrans), and I had some problems to perform what he recommended me... (sorry distrans) but I solved the problem with another turnaround.. Perhaps I used some bad method (I'm a beginner in Quake mapping)...
Perhaps there exists a method to preserve item position with an additional field, in order to avoid "gravity" effects...
Bye 
JP... 
http://www.cdrom.com/pub/idgames2/planetquake/quakelab/float.zip

This is the tute I mentioned for floating entities. 
Try This URL Instead 
It's Official... 
...I lurv the VoreLord. 
Distrans & VoreLord 
Thanks for the URL.. but what about this file float.zip ?? 
//Me Blushes 
I think all the Quake Lab Links, at least the cdrom ones would be dead.
Just change the URL by adding

fileplanet.com/dl.aspx?

to the front of the file path, eg

http://www.cdrom.com/pub/idgames2/planetquake/quakelab/float.zip

would become

http://www.fileplanet.com/dl.aspx?/planetquake/quakelab/float.zip

same thing as what you do with alot of the other broken PQ links 
Distans & VoreLord 
How stupid I am... I didn't read the text file ... thanks a lot, I will try this this evening.... 
Float.zip 
Well I think it gives you a tutorial type thing on how to acheive floating things,It also contains a .bsp and .map file so you can see it in action 
Metlslime 
well, i've fixed the prob, not sure if u still need the file. gonna release it soon anyway hopefully... 
VoreLord, Distrans 
Yes, I've unziped the file... and read the text.. I wil test it this evening... thanks a lot... 
Here Is Another Location 
where you can get that stuff that is at QuakeLab, amongst other things.

ftp://ftp.sunet.se/pub/games/PC/idgames2/levels/ 
VoreLord 
Thanks !!! Great link !!!! 
Jpl 
this is a better way to get that stuff, or anything you want from that site. Same site but the URL is a bit different, the previous one is a very old link i've had for years.
This one would be better.
http://ftp.sunet.se/
Just scroll down to the games/idgames stuff, and away you go 
VoreLord 
OK, thank you again... I'll take a look later in the afternoon...
Bye 
SZ_getspace: 8030 Is > Full Buffer Size 
on startup of map. 
Back Again With Basic Question 
Hello,
First thanks to distrans and VoreLord for their help related to my previous problem. The float map was a good example of what I wanted to do...
Anyway, I have another questions. I'm pretty sure it is a mapping basic knowledge, but while I'm a beginner, it's another method I don't know anything...

How to open a door with multiple button ??? I've found in the QuArK tutorial how to do this for one button to one door, but nothing with many buttons. What is the method ??

Thanks 
JPLambert 
I assume you want the player to press several buttons before a door will open.

Use a trigger_counter entity, which targets the door, and is targetted by the buttons. I believe it's the count or cnt attribute which determines how many triggerings are needed to fire the counter. 
Wot Fatty Said 
trigger_counter

Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, it will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times, it will fire all of it's targets and remove itself.

It's a once-only trigger (i.e. Wait is always -1).

Flags:
"nomessage"
disables count display

Keys:
"count"
number of triggers needed to fire own target, default is 2
"target" and "targetname" like always, required 
Fat Controller And Vondur 
OK, thank you all, if I understand correctly, you mean that each func_button are used once only and they target the item_counter, and when the item_counter reaches its maximum value then the door can open....
OK, ir seems to be very easy to use... Just another question, is it possible to give a button or a trigger a multiple targetname. I mean, during this multiple switch use, I would ike to make appear some monster each time a button is switched. How can I do this ??? Furthermore, I know how to enable a teleport to make some monsters appear from another hall....
Thanks a lot 
Monster Spawns 
If you want monsters to spawn in indefinitely every time a button is pressed, you'll have to use the Hipnotic progs.dat or equivalent QC. There is no other way.

If the button will only be pressed a few times I think the only thing you could do is set up a bunch of counters with the same name.

button > teleport_a
button > counter_b (2) > teleport_b
button > counter_c (3) > teleport_c

etc. 
Trigger_relay 
If you only want the monster triggered the first time the button is pressed you could use a trigger_relay with a 'targetname' as for your trigger_counter and a 'target' matching your the monster trigger_teleport 
Clearly... 
... I want to perform a multiple button switch before opening an output door (this was explained in post 1621 and 1622 from Fat Controller and Vondur, thanks to them), but additionally I would like to make monsters appears each time a button is switched.... So the player will follow this kind of"scenario": switch a button, fight with incoming monsters, switch the next buton, fight with the new incoming monsters, etc.. and this to the last button ... I don't really understand what is the good nethod to perform both of these feature (multiple switches, and monsters apparition on each switch...) it's still a little confuse for me... 
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