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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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which mod is wrath.qc from? 
Rogue AKA Shit 
 
Derp :P 
thanks 
Qc'ss MF 
ok 
Hipmodel.qc Progs.scr Location 
in side of defs.qc or the side of items, world, misc.qc? 
Watch 
Watching 
Is not in progs.scr, so not... 
Then What Are You Watching? 
you downlaoded the hipnotic zip,
you unzip the qc.zip,
you'll find the package with the progs.scr
if you read it with an editor it ends up with the hipnotics.qc entities.

That is if you have the hipnotics.zip 
Yes I Have It 
My progs.scr looks like this, but is not finished yet

../progs.dat

defs.qc
hipdefs.qc

frikbot/bot.qc
frikbot/bot_way.qc
frikbot/bot_fight.qc
frikbot/bot_ai.qc
frikbot/bot_misc.qc
frikbot/bot_phys.qc
frikbot/bot_move.qc
frikbot/bot_ed.qc

subs.qc
fight.qc
ai.qc
combat.qc
items.qc
hipitems.qc
weapons.qc
world.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
hipmisc.qc

ogre.qc
demon.qc
shambler.qc
knight.qc
soldier.qc
wizard.qc
dog.qc
zombie.qc
boss.qc
hipgrem.qc
hipscrge.qc


tarbaby.qc // registered
hknight.qc // registered
fish.qc // registered
shalrath.qc // registered
enforcer.qc // registered
oldone.qc // registered2



Where I put the hipmodels.qc? 
You Already Did Half 
Be aware that the progs.scr is only the script that the compiler reads before starting compiling.

What I see is that you made a sommon of the qc files before knowing if they even will compare.

If you ask me where to put the hipmodels.qc you're already going with the hipgrem,hipscrge,hipsmisc,hipitems.

As you're not common with the qc files I would suggest first to compile the SoA progs.dat to see if the outcome goes well.
From there you can add new qc files to see what will happen. 
Shoot The Button Which Lowers "door/wall"? 
How do I do that?

What trigger type the button has to be, and what type the wall/door brush has to be. Door acts like platform/elevator but it lowers only ones and stays there (wait -1). I haven't figured it out yet. Hopefully someone is more experience with this subject? 
Toggle The Door 
The best option is to use a func_button, because it lets you use the button textures which change when the button is shot. func_button is quite simple to set up, you just need to set "target" with the same value as the "targetname" on the destination entity.

You got it right using a func_door for the moving wall. If you want it to move back up when you shoot the button again, Try applying the TOGGLE spawnflag to the func_door, and see if that helps. If you want it to close automatically after some time then set "wait" to a positive value. 
 
And for the button to be shootable it needs to have "health" set to some amount. Setting it to 1 is usually good unless you want the player to have to use a lot of ammo to "kill" it. 
Light Tool Crash 
Tragedy!

I sealed my map to test vis times and so on, and suddenly my light tool started to crash!
I'm using ericw's tyrutils v0.15.5, I tested with the original tyrutils and there was no crash.

Here's some evidence, if it helps anyone:
http://puu.sh/pXDTr/40c285c6ce.zip
http://pastebin.com/L7Vtx2m7

The zip file includes two versions of my .map, one which is unsealed and doesn't crash, and one which is, and does crash. There are also pictures showing what I changed.

The pastebin is an example of my console output when running qbsp.exe and then light.exe. When it reaches the "2." point, light.exe crashes, as shown in that log.

Does anyone have any advice on how to fix this? I've tried sealing the map in various different ways around there, which has lead me to believe it is not that specific spot that causes the crash, but rather some issue with the sealed bsp as a whole. 
Once Again ... 
... we have found a lost soul.. So repent sinner, repent !! And read the Holy Quake Mapping Bible...

http://web.comhem.se/bjp/tooltips.txt

Hoped it helped :) 
 
I don't think that covers a complete crash of the light.exe 
 
For what it's worth, it worked for me. I'm not using the latest and greatest compiling programs on this computer though.

The 10 warnings from BSP are way more than I'd want to see.

TxQBSP 1.13 ( XT build 260513 ) -- Modified by Bengt Jardrup
-- Further mods by Baker, mh, rebb
-- Original Detail/Hint code by Alexander Malmberg <alexander@malmberg.org>

Inputfile: bad.map
Outputfile: bad.bsp

------ LoadMapFile ------
17422 faces
2633 brushes (0 detail)

325 entities
102 miptex
2261 texinfo
WARNING: No valid wadfiles in worldmodel

Building hulls sequentially...
Processing hull 0...

<snipped>

------ MergeAll ------
5576 mergefaces

------ FinishBSPFile ------
WriteBSPFile: bad.bsp
6930 planes 138600
17617 vertexes 211404
8593 nodes 206232
2261 texinfo 90440
15092 faces 301840
11659 clipnodes 93272
4631 leafs 129668
19642 marksurfaces 39284
68937 surfedges 275748
35710 edges 142840
0 textures 0
lightdata 0
visdata 0
entdata 36592

Skipped 0 surfaces
10 warnings
Elapsed time : 0:23.87
Peak memory used : 21.0 MB
_____________________________________________


---- light / TyrUtils ericw-v0.15.1 ----
running with 2 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
325 entities read, 144 are lights.
0....1....2....3....4....5....6....7....8....9....
Lighting Completed.

lightdatasize: 470313
7 switchable light styles
Writing BSP version 29
19.0 seconds elapsed 
It's Sorted Out 
Pritchard emailed me the bsp, it was indeed a crash bug in light.exe (tyrutils-ericw 0.15.5), will fix in the next update. 
Warnings 
I do wonder about those warnings. I ended up switching to the tyrutils qbsp rather than txqbsp, which a) makes the map compile a lot faster and b) gets rid of all of those errors.
Are they being suppressed, or is the tyrutils set just better at handling my shoddy brushwork?

Also, thanks again to ericw! He was really quick in replying to my emails. :) 
Encounters 
Anyone got any good resources for designing good monster fights? It can be hard to come up with something unique each time. 
Look At Good Maps 
With careful monster placement.

Anything by CZG is a good starting point. 
Although... 
Start with Terra. 
Although... 
Start with Terra. 
Sluggy Maps 
Seconding ijed. Sluggy's maps have the best combat pacing of anything I've seen in quake. 'Honey' being the high point imo. 
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