#16564 posted by Rick on 2016/06/20 20:51:01
To add texture wads in Netradiant, just put them in the ID1 folder (where pak0.pak and pak1.pak are). It should find them automatically.
Rick
Ah, thanks! That did it.
Doors Are Driving Me Up The Wall
Ugh, I always have trouble with doors. I can never get two door brushes to slide in opposite directions. It always takes me forever to figure out what the angle value should be and it seems impossible to set two different angles (so that they don't just move together like one brush). Every time I edit one func_door's properties the other one changes automatically too.
My apologies for asking something that's probably been asked a million times before (it probably doesn't help that I'm really tired), but what are the correct values to give two func_doors to make them slide apart in opposite directions? Using TrenchBroom 2 Beta.
"angle" "0" And "angle" "180" Respectively
#16567 posted by czg on 2016/06/22 23:09:53
Thank You, Czg
Progs.dat
Is easy add new content to the progs.dat?
example: "progs/g_laserg.mdlLaser Cannon weapon_laser_gun" more or less this.
Also I Can add progs2.dat to directory?
Johnison Boa
#16570 posted by metlslime on 2016/06/23 02:31:38
you can only have one progs.dat (in normal engines at least) so you'll have to add the new content as new quakec files and then recompile all the quakec into a single new progs.dat.
Door Angles, Cont.
Could someone please tell me what the correct angle is to let a door move directly downwards?
(Sorry for these questions, but I don't get what the frame of reference is for door angles -- I mean, if it's a 360 degree circle, I don't know on which axis that circle is. And I've seen negative and positive values as door angles as well, and I just find it all utterly confusing.)
Up = -1, Down = -2
#16572 posted by czg on 2016/06/23 17:17:53
The 360 circle is always laying on the floor, 0 points to the east. -1 and -2 are special cases that are converted to straight up and down.
Thank You Once Again, Czg :)
I'm bookmarking this for future reference.
How does one know where east is in a map (apart from trial and error)?
jackhammer has an up or down option.
#16575 posted by czg on 2016/06/23 17:34:31
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling, south is down towards the floor. East is always to your right and west is always to your left.
Thanks, Czg
You've made things so much clearer.
One Bonus Comment
#16577 posted by Preach on 2016/06/23 19:12:30
Sometimes when you have a pair of doors they keep moving in the same direction, even though you've set different directions on each one. This is where you need to use the DONT_LINK spawnflag on the doors. You may also need to add a trigger_multiple to operate them to best effect.
Thanks, Preach.
To use the DONT_LINK spawnflag, do I literally type "DONT_LINK" in the "spawnflags" field, or is there a number that I should use? (TrenchBroom doesn't let you select it from a set of options as far as I can see; the "spawnflags" field is simply empty, so one would need to know exactly what to type there).
#16579 posted by ericw on 2016/06/23 19:28:38
"spawnflags" is always a single number, it's the sum of the numbers corresponding to the flags you want. DONT_LINK=4
There are checkboxes in TB to set spawnflags (in both tb1 and tb2). Just under the key/value table.
Oh, There It Is!
It appears once you click on "spawnflags". Thanks, ericw, I could've sworn I'd seen those checkboxes before, but thought they might have disappeared since the alpha builds or since TB1.
Thank you for also explaining about spawnflags being the sum of the numbers you want. Always good to understand what's happening even when you're simply clicking checkboxes.
The Lava Weapons...
I added a "v_lava" to .fgd file, next I refresh the .fgd to TrrB, and the lava weapon looks weird; because appears with a lava nail in backside. When tested the map
I need to edit the model or something like that?
Design Question
#16582 posted by aDaya on 2016/06/26 16:12:45
I feel like the only way I've been making levels so far is by making interconnected rooms with monsters in it, a la Painkiller/D44M, and it's no fun both as a mapper and player.
Any ideas on how to make more organic-looking maps while having interesting level-design? Is there something like a tutorial around Doom/Quake-like level design?
I know the basic gist of it is making loops back to the main path for keys and others but for the real meat of things I have no real ideas on how to make a map interesting gameplay-wise.
Door Angles, Part 3
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling
That would make north-east 315 degrees, wouldn't it? I tried to make a func_door move directly north-east when viewed from the top, like this: https://i.imgur.com/NipUnja.jpg (that's not the func_door in question, of course; that's the default TB brush and is just for illustrative purposes).
So I set the angle at 315 degrees. However, in-game it moved north-west (at what I would have assumed to be 225 degrees).
So after some experimentation I stumbled across the angle that made the func_door move where I wanted it to move, which was 45 degrees.
Does that mean that in TrenchBroom, up is east? Or have I misunderstood something?
The 360 Degree Circle Goes Counter Clockwise
#16584 posted by czg on 2016/06/26 23:28:15
Daya
#16585 posted by madfox on 2016/06/26 23:46:38
While mapping I discovered it looks good when
an eight shaped looped interconnection is changed with lifts at both ends make some a kind of moebius ring.
Now I'm trying an escher map relativity
and I can't see in nor outside anymore.
Czg: Aaa, Ok. Thank You.
And another question (sorry!), about setting the correct "lip" value:
I assume that if your func_door is made up of just one cuboid brush next to (or partly inside) another cuboid world brush, then "lip" is the number of Quake units of the func_door that sticks out of the world brush after it has opened. Is that correct?
Or is it calculated according to the size of your brush, so that e.g. a 32-unit-long brush with a "lip" value of eight will move 24 units?
What happens when the func_door moves diagonally?
#16587 posted by czg on 2016/06/27 00:21:27
Or is it calculated according to the size of your brush, so that e.g. a 32-unit-long brush with a "lip" value of eight will move 24 units?
This is correct.
What happens when the func_door moves diagonally?
It tries to do the same thing, but it has some undefined behaviour that I don't really understand:
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
fabs is supposed to only operate on a single a float, but the result of vec3*vec3 is a vec3 I think? It does a per component multiply? Preach or someone will have to weigh in on this. I'm guessing it does the per component multiply, but fabs only returns the first non-zero component? This seems strange as hell to me.
Either way, the behavior with lip and diagonal movement is unpredictable, and I don't know anything except to just try different values until it looks right-ish.
Thanks!
Either way, the behavior with lip and diagonal movement is unpredictable, and I don't know anything except to just try different values until it looks right-ish.
That's what I'll do in the mean time, then.
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