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
Visiblity Problems
#16522 posted by Johnison Boa on 2016/06/09 01:45:38
In vis appears "couldn't read Qf1m1.prt" and is not there in "maps". Also when I test my map some boxes are not existing in the place I put and when I put "noclip" I look the same box in back floor or simply was not reached in game, with the most of the items it happens.
I want to know if is problem of the .prt file or another thing I don't considered.
Thanks✩
#16522
#16523 posted by JPL on 2016/06/09 11:02:48
Actually I never hit such issue, so, maybe it is just a path declaration problem when runing the tool (I would look for the prt file and try to figure out whether it exists... and if yes, where it is located first)
Also, is it happening with fast vis or full vis ?
#16523
#16524 posted by Johnison Boa on 2016/06/10 00:50:23
Fast & full? (?)
http://prntscr.com/behjj0
I have vis in "Quake/MapID/maps" for a custom mod, but when is time to vis the Qf1m1.bsp "couldn't read Qf1m1.prt"
I don't know if the .prt file is generated by qbsp or light, and also I don't know if .prt file has an important rol
@Johnison Boa
#16525 posted by ericw on 2016/06/10 01:19:56
Your map probably has a leak. The PRT is generated by QBSP, but only if the map is sealed.
TrenchBroom has a "Load Point file" command that usually shows where the leak is.
@ericw
#16526 posted by Johnison Boa on 2016/06/10 05:00:57
thanks, the leak was deleted
Details
#16527 posted by Johnison Boa on 2016/06/11 06:14:43
Is necessary that the cd audio be 16 bits old?
I'm planing to make one for my mod...
#16527
#16528 posted by Johnison Boa on 2016/06/11 07:32:46
igonre "old"
Two Bits More
#16529 posted by Izhido on 2016/06/11 07:55:11
and he will be able to vote!
Fast Vs Full Vis... No I Am Not "crazy"
#16530 posted by JPL on 2016/06/11 10:09:36
You can try to add a -fast option in your vis tool: this allow to have a faster processing, than a full vis as explained here below
fastvis - Performs a bsp and a quick version of the vis process. The entire world is made into a single bsp partition. It's fast, but when you look in a particular direction, you see every single detail in that direction. Nothing is blocked. A light map is created. This mode was used for space maps.
fullvis - the world is subdivided and broken up into smaller chunks so you can see only what is logically in your view. A light map is created. This is what is used to check polygon-in-view counts. Combined with light extra, it is the final compile for all maps.
.
#16531 posted by digs on 2016/06/14 07:04:15
I want use Rubicon2 for my new map. But I want to change palette. How is this possible? I planned to make a separate directory. I tried to run
quake.exe -basedir rubikon2 -game mygame
But rubikon2 not a separate game. His requires ID1. Are there any ideas?
Make a copy of rubicon2 and put your palette in there.
Onetruepurple
#16533 posted by digs on 2016/06/14 07:47:03
Interesting idea. Thanks!
Humble Suggestion
#16534 posted by ijed on 2016/06/14 15:13:52
Why not make a copy of RRP instead? It's got all of Rubicon2 with a couple of extra tools and enemies, and is documented.
The only change to the original entities is the spawn, which has lower health and jumps less - although the reception was positive for this change.
It's not endorsed by Metslime of course, so if you want a clean Rubicon2 experience then maybe just stick with that.
Ijed
#16535 posted by digs on 2016/06/14 19:04:52
As far as I can remember, I played a little in the RRP, but I liked him. I will soon be playing again. And if it is more appropriate for my ideas, then I'll take it. Thanks for the idea
Lighting Question
#16536 posted by Orl on 2016/06/17 18:30:37
I'm a situation that has left me rather stumped. Instead of explaining it, I have provided an illustration of the effect I wish to accomplish:
https://i.sli.mg/1KtqKC.png
What would be the easiest, or most efficient way to achieve this, other than a huge number of anti-lights?
Best Guess
#16537 posted by ijed on 2016/06/17 19:20:57
A big invisible brick in the sky that blocks the sunlight. With that texture name that makes it not be seen, whatever it's called.
Illusionary
#16538 posted by mfx on 2016/06/17 20:05:43
shadow 1
skip textured
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