 R_showbboxes 1 Is Your Friend.
 Sizes
#16498 posted by Preach on 2016/05/30 14:59:00
The quake engine only supports three sizes of objects when it comes to things fitting through gaps:
� Point sized
� Human sized
* Shambler sized
Vorelings are "human sized" for this reason. If you want them to come from a surprising angle, the option of making them hang from a ceiling is worth considering.
 Also
#16499 posted by DaZ on 2016/05/30 17:59:17
you could use func_illusionary to make the holes appear smaller than they actually are, and allow the vorelings through.
 Lol
#16500 posted by DaZ on 2016/05/30 17:59:41
nevermind I totally didn't read your post properly
#16501 posted by lpowell on 2016/05/30 19:51:51
@onetruepuple - Very useful, thanks!
@Preach - That is very good to know.
 Why
#16502 posted by Johnison Boa on 2016/05/31 02:36:31
I tryed enter:
/Users/usuario/Desktop/QuakeFolder/MapID/maps./"qbsp" Qf1m1.map
/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./"qbsp" Qf1m1.map
cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./qbsp Qf1m1.map
cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps/qbsp Qf1m1.map
and more.
I can`t qbsp, vis, light with tyran utils in mac, the binnaries are recognized as unix file...
Where is the file "Qf1m1.map", and where is the qbsp executable? Are they both in
/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps? Are you sure this is the correct path? If so, what you need to do is open a Terminal and type:
cd ~/Desktop/Quakefolder/Quake/MapID/maps
Press the "enter" key, and then type
./qbsp Qf1m1.map
and press the "enter" key again.
 Http://prntscr.com/bafryw
#16504 posted by Johnison Boa on 2016/05/31 04:27:17
I have qbsp in maps folder, but this action too I was done
#16505 posted by lpowell on 2016/05/31 04:38:18
Do doors not block light?
 No
#16506 posted by mfx on 2016/05/31 04:48:42
all func_* (b_models) do not block lights.
you can set a key on them, shadow 1. with this they will cast shadows, but no dynamic shadows.
So a door that is closed will have a shadow, but opening it wont remove the shadow drawn.
Can look strange and all.
 Dont`t Care More My Qbsp :)
#16507 posted by Johnison Boa on 2016/05/31 05:12:08
I downloaded ericw/tyrutils and now it works perfectly ;D
#16508 posted by lpowell on 2016/05/31 07:31:22
@mfx That's also good to no. Fortunately I didn't need to implement shadow 1 after messing with the troublesome lighting. Lighting is hard!
 Help :O
#16509 posted by Johnison Boa on 2016/05/31 23:39:12
I added the "centroid" to quake.fgd, next I put scor.mdl and h_scourge.mdl to directory(obviously tested), next I added it to TB map, but when I test the bsp of this, the centroid not exists...
I need some other file?
 Johnison
you're missing the centroid code my friend. I'm not sure if Scourge of Armagon's source has been released for you to compile a new progs.dat.
The next best bet is to map for a mod with it included. I think the Drake mod has it but I'm not sure any others do.
 5th Elephant
#16511 posted by Johnison Boa on 2016/06/01 00:55:04
Ok, when release my game obligated to make a .pak.
 What I Put For Look In Intermission?
#16512 posted by Johnison Boa on 2016/06/01 02:16:06
 No Reply, I Found It...
#16513 posted by Johnison Boa on 2016/06/01 02:18:05
 The Eye Of Hurricane In My Map
#16514 posted by Johnison Boa on 2016/06/01 06:15:37
func_plat starts in up floor, I want to stop it when be down, but I also want the plat up when player leaves it...
 Johnison Boa
Not sure I understand what you want to do, but keep in mind that you can use a func_door (or even func_door_secret) to create a lift in a map.
A func_plat always starts at the bottom and moves up, but with a func_door you can create a lift that starts at the top and moves downwards (which sounds like what you are trying to do).
This might help a little:
http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#9
http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#5
http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#6
 Ok
#16516 posted by Johnison Boa on 2016/06/02 06:17:51
I forget that I watched it in the map source
 Undoing Func Brushes?
#16519 posted by aDaya on 2016/06/03 12:08:44
I've been trying to make a first test for my map but vis can't get compiled because of lots of func_wall that I used on a group of brushes so I could select them easier (TB1).
Is there a way to turn them back to worldspawn brushes? Just putting "worldspawn in their classname doesn't seem to do anything.
 Right Click On Brush(es) Add To World
#16520 posted by mjb on 2016/06/03 12:34:16
Or something similar.
I think that is what you are looking for?
 Yes It Is, Thank You!
#16521 posted by aDaya on 2016/06/03 13:39:22
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