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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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Honey Was Very Polished 
But Terra had more experiments I think - more weird stuff just being tried out for the hell of it.

Thinking some more, Negke's speedmaps are full of oddities as well that might help get you thinking about placement differently. 
 
Be sure to not forget a big final arena battle with at least three waves of monsters porting in because that's not been done to death yet. 
#16666... 
... the comment of the Beast! 
Help Me With Lights And Shadows? (Want To Get Proper Results**) 
Hey!

Any good source information for advanced lighting and making shadows? I want to make really dramatic lighting to a iron bars, that shadows of bars shows really clearly on the other side.. simply just placing light entities right behind them doesn't do anything.. then I tried to capsule it inside two wall brushes that where attached to close to bar I wanted to focus on.. Light was weak and it wasn't long sharp, instead it tried to always be square (ball shape) maybe because it is spotlight and spotlights works that way.

What is the origin of the spotlight, is it the in middle of the entity box? Angle of the entity describes the direction where the light goes? What about light from top or bottom?

If I want to light get some help from temporary brushes I place around lights to give some wierd/interesting results.. is it possible to disable those brushes when the map starts? Does the effect of those brushes still exist, or will it not count them if using func_wall Toggle off for example?

Sky_texture reflects the light? If it possible to make it invisible too? How to actually use sky box to make shadows?

I'm really noob when it comes to quake lighting & shadows.. and I really want to learn how to make my upcomming map look good* I prefer using really dark/dramatic lights and dark corners but still having some contrast between scary/dark and playable/lighter areas without using too strong spotlights. I want to make lighting feel.. some what natural. 
Scourge Of Armagon 
Where can I download .ent file for Scourge of Armagon? 
NewHouse 
First of all you need to specify which light compiler you are using as this greatly affects the type of lighting you can create in Quake. I think everywhere here would not hesitate in recommending EricW's tools ( http://ericwa.github.io/tyrutils-ericw/ ) as they can create fantastic results.

Most of the questions you are asking are answered in the docs for the tools above, and you can see visual examples on the page as well.

As for creating some cool shadows on vertical bars, a good starting point would be simply raising the light value of the light entity so that the shadows cast will reach further. Then for more advanced and natural looking effects you can start messing with the wait and delay values (combined with reducing the light value) to get the desired effect. 
Digs 
hope here is what you need. 
Oops 
fgd is no ent file 
MadFox 
yes :) need ent 
Func_door With Elevator Move Sound 
Hello,

just wanted to make an elevator moving downwards - so i had to do it with a func_door moving down. No problem.

But func_door uses different sounds than the elevator. I selected the default sound for an elevator in the func_door. This works, but Quake says that the sound isn't precached and an error message occurs.

Is there a way to eleminate the error message and to precache the sound file while map loading? 
Just Place A Regular Func_plat Somewhere Else. 
 
Func_door With Elevator Move Sound *solved* 
... just so easy ;D

Thank you! 
(Thanks For Previous Answers + More Questions) 
Hi. Thanks for answering on those light/shadow and func_door/func_train questions.

Now I'm figuring out is there any way to set monsters tell the near monster that "I saw player, you wanna join the party?" & the answer is "yeah, sure!". Can monster give the other monster target or something?

Monster's that are flagged as "Ambush" doesn't receive that call but every other monster do, maybe? 
 
Twenty years making Quake maps and I actually don't know for certain how ambush works. I think it's all sight based.

"Ambush" means the monster must actually see the player for itself before it will begin attacking.

If not set as "Ambush" then the monster will begin attacking if it sees another monster has noticed the player.

Also, you can use "target" > "targetname" linking to activate a monster by the death of another monster. This also works with other entities such as buttons, items, triggers, etc. 
Reply #16677 
What are these attributes on enemy class:
deathtarget, angrytarget & target?

Is it possible to set "player" itself as a target, by giving it targetname or just using some certain name. I found only Quake 2 related article talking about combattarget/point_combat, not yet related to Q1.

I'm going to teleport enemies from the other location to the "combat area" but I want to be sure they attack the player immediate without seeing him. So is it possible to set attack player immediate? I'm using arcade dimension mod, but not sure about specs yet. 
Reply #16677 + More 
Also it's been a while now, and I haven't seen figured out how to make monsters teleportation without sound. Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched. In Trenchbroom's editor's entity interface info_teleport_destination doesn't have special attributes for sounds.

Especially when trying to make it surprise, that sound kind of ruins it totally. 
 
"What are these attributes on enemy class:
deathtarget, angrytarget & target? "


Those must be mod specific keys, because Quake only has "target". The names seem fairly self-explanatory, but you'll probably have to read the mod documentation for details. 
NewHouse 
You want to set the following spawnflags on your monsters (from the AD readme):

spawnflag SPAWN_NOGFX = 32; // No spawn effect or sound
spawnflag SPAWN_DELAY = 64; // Will wait for trigger before spawning
spawnflag SPAWN_ANGRY = 128; // When spawning will be angry at the player

Also set a "targetname" and have something trigger the monster when you want it spawn in. 
Common Misconception 
Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched.

This is a common misconception, in fact almost everyone thinks this is what it does first time. ericw has explained how to get the effect you want, but I thought I'd explain what the trigger_teleport flag is for. It disables the ambient (looping) sound that you hear when you are getting near a teleporter pad. 
Big Thanks~ 
Thanks for letting me know about those common features and now everything seems working just fine* it is good thing that the interface in TB2 also has hint messages when hovering those flags. 
 
From reading ericw's post it sounds like AD can simply spawn monsters on demand. If so, this may be a better option for what you want to do instead of teleporting them in from somewhere else. 
So... 
How are the cool kids capturing for youtube upload nowadays?

Fraps? 
Qc Details 
Look the screenshot

What I need to change in the value "other.items2"? In general what I need to change with the unknown values in the compiler?

(If qc is so hard to me, who knows about who can help me to doing a HUGE progs.dat 
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