#16901 posted by lpowell on 2016/08/26 08:02:17
Is there a way to get multiple sky textures into a certain map? I want to use a regular sky texture once but also have some void bits. So far I'm just using a non-sky black texture for the void, but it doesn't absorb shots like a sky texture does.
I do know a partial solution for Quoth only: a trigger_void brush seems to absorb projectiles, but does *not* absorb shotgun blasts for some reason.
#16902 posted by lpowell on 2016/08/26 08:30:36
Something did just occur to me: just put black func_illusionaries in front of the actual edge brushes. Bullets would disappear through them.
Carry on (though it wouldn't hurt to hear other ideas!).
#16903 posted by PRITCHARD on 2016/08/26 08:43:20
As far as I know, it's not possible for most (all?) quake engines to load multiple skyboxes/textures at the same time; which one is used will be determined by whichever was defined last.
#16904 posted by Rick on 2016/08/26 15:50:48
There might possibly be some trickery (QC code or hack) to get the sky to change, but in standard Quake you can only have one.
To get an all black sky just use TexMex to add a new all black sky to your texture wad. It has to be 256x128 pixels and the name has to start with sky
Quoth allows you to change the skybox through trigger_command. In most cases this is unfeasible, because skyboxes are larger files and can take a couple seconds to load, which would break immersion. However, the void skybox included with Quoth is tiny (it's literally six 16x16 images), and loading it through trigger_command is instant and seamless.
You can also use trigger_command to switch back to the regular sky texture by passing this command:
sky ""
Cool
#16906 posted by mjb on 2016/08/26 16:58:36
I did not know Quoth could do this...
You could go through a sky sight blocking tunnel or elevator to mask a sky change. I know that's a trick with changing fog for AD at least. Damn, that's a pretty nifty feature!
Multiple Skyboxes
#16907 posted by madfox on 2016/08/26 19:00:42
I construckted large spheres to turn as static entity. They're a bit wobbling, but create an option for more than one skybox.
#16908 posted by metlslime on 2016/08/26 20:50:46
you could make them rotate using the same model flag that rotates weapons, this way there is no wobble.
Didn't Think Of That,
#16909 posted by madfox on 2016/08/26 22:07:10
but I suspect the speed will be too high, concerning the weapon rotate.
I don't know of a way to slow it down.
The mdl tree goes to 240 frames, almost the maximum.
Slowing down the rotation with
{self.nextthink = time + 0.99;};
didn't haver the desired effeckt, only the decimal work, not the 0.01.
I could get no better result available than the youtube version.
Rotate Flag
#16910 posted by madfox on 2016/08/27 14:33:33
Is there a method for slowing down the flag that rotates weapons, or is it hard coded?
Get In Here Preach.
I tried ages to get something that works, be best I could do was change the initial angle.
But really, we all know who the person is to ask.
Be = The
apparently
Allah Djin
#16913 posted by madfox on 2016/08/27 18:10:56
I think it is hard coded, otherwise another dude had come up earlier with the idea.
Anybody Know How To Make Infinite Telefrags?
I'm trying to make a mockup teleporter appear as if players are continually porting though it and being telefragged. I'm having some trouble with some bits.
I can use an info_(not)null to execute a PlayerDie command, which gibs when the entity has less than -40 health. Which is fine, but doesn't reset it's initial coordinates, the second triggering occurs where the head landed. At the moment I've boxed it in with skip brushes to keep it contained. I could kill target it, but I'd like the entity to disappear and respawn at the origin that it was placed.
Is there a way to execute two functions on a single entity? SUB_regen looks promising, but doesn't appear to work as a "think" value, unless I'm doing something wrong. SUB_Remove seems to work (or it just breaks it) when it is set to the think value, but it doesn't retrigger. I assume that this does the same as killtarget.
I'm also using the spawn_tfog function, to give the teleporter effect, but this only spawns at coords 0,0,0.
Any ideas?
Multiple Functions
#16915 posted by Preach on 2016/08/27 19:34:59
There are several "slots" that you can use for a function on a hacked entity, but each one runs for a different reason, so it can be tricky. Quick summary of the main ones:
use: Runs when the entity is used
think: Runs when the entity's nextthink time is reached, in general only useful for a one off activation
th_die: Runs when the entity's health is reduced to zero
th_pain: Runs when the entity's health drops, but doesn't hit zero
classname: Runs on the first frame of the game
touch: Runs when another entity collides with the entity in question
think1: Runs when the entity runs SUB_CalcMoveDone
Complicated hacks often involve different functions in two or three slots, and finding a way to get all the functions you need is a balancing act.
Luckily today we can exploit the weirdest one on the list, think1. Put PlayerDie in think1, set use to SUB_CalcMoveDone, and set finaldest to the coordinates that you want the gibs to spawn from.
How does it work? SUB_CalcMoveDone is a function which does three things, any of which might be useful, and then lets you run another function. The three things are setting the origin of the entity, setting the velocity of the entity to zero, and setting its nextthink time to -1. Today, the first one is useful and the last two are harmless, so we get away with it.
Thanks Man
Interested
I am interested in use the lava shambler of "Source of evil" for my project, I need permission of author?
#16910
#16918 posted by madfox on 2016/08/27 22:50:07
?
@madfox
#16919 posted by ericw on 2016/08/27 23:38:31
The rotation speed for EF_ROTATE appears to be hardcoded in the engine :(
So
#16920 posted by madfox on 2016/08/28 00:18:08
it stays allahdjin.
#16921 posted by Baker on 2016/08/28 04:08:27
NewHouse
#16922 posted by ijed on 2016/08/28 04:28:40
Read the documentation of the light compilers you're using. Light in quake is pretty simple, and all of the light entities do the same job. Luckily, a number of clever people have done stuff to make the lightmap process more maleable. First off, you should be using EricW's version of the Tyr compilers.
Then, read what Tyrann has to say on the subject:
phttp://disenchant.net/blog/2013/0307/TyrUtils_v0.6/
And Eric:
https://ericwa.github.io/tyrutils-ericw/
And if you want to get really arcane, Aguirre;
http://web.comhem.se/bjp/
Although to be fair that's more of everything and not directly light related.
Ijed
#16923 posted by Newhouse on 2016/08/28 09:23:30
Thanks, that last link seems new to me, let's see what does it concerns.
EricW
#16924 posted by negke on 2016/08/28 13:24:10
How does one set up GtkRadiant 1.6.5 for Quake editing? I couldn't for the life of me get it to work. The website mentions you as the maintainer of the Q1 gamepack. The files in the SVN certainly don't do it, they appear to be for 1.5> branch.
Some Pointers
#16925 posted by ijed on 2016/08/28 14:51:55
All lights are additive to the lightmap, but you can use antilights to subtract from it.
Using too much coloured light at too high a saturation will cause clamping - resulting unexpected weird colours.
If you get dark triangles then there is probably a brush misalignment nearby, or the compilers just don't like the way you've built the area.
Setup your sun properly - experiment with different configurations in a box map to get it right for the skybox and mood you're after.
You can turn lights on and off.
Animated lights are best used sparingly, and will start provoking warnings and won't animate quite right if there are too many too close to each other.
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