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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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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 
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 
@madfox 
The rotation speed for EF_ROTATE appears to be hardcoded in the engine :( 
So 
it stays allahdjin. 
 
NewHouse 
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 
Thanks, that last link seems new to me, let's see what does it concerns. 
EricW 
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 
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. 
Ijed 
I have to keep those in mind.. what if I don't want to use sun as main light source, because you can not set different sun light colors for each section of map? 
Negke 
Argh, I dropped the ball on that.. I set up a gamepack for 1.6 a while ago but I need to bug the GTKR folks to add it to SVN and include it with the builds.

The gamepack is linked here along with some documentation on the Q1 support:
https://github.com/TTimo/GtkRadiant/pull/290

It should work if you download my Q1pack and put it in the "installs" directory of GTKR 1.6.

If you have trouble getting it to work, here is a build of 1.6 I made ~2 years ago that has the gamepack installed and supports quake out of the box. http://www.quaketastic.com/files/tools/windows/level_editors/gtkradiant-1.6-quake1-beta.zip

Also any feedback on the gamepack would be welcome, I haven't seriously used it tbh. I got the .def from gb, I think it's a standard .def that has func_detail added. 
Simple 
Just don't use sun - you can just place lights in the sky to get a similar effect. 
Cast Surface Lights From The Sky Texture 
 
Eric 
Thanks. It works. The def file is not very good compared to my old one from 1.5, incomplete or missing entity descriptons.

Showstopper for me is that the floating window layout is broken (still). Entity window is always on top. Similar to NetRadiant, the additional layout options never seem to get any attention from the developers. 
Waterfall Texture 
Looking for the waterfall texture used in maps such as Than's Subterranean Library or Lunaran's jam2 map. I am going through the wads directory and checking out previews but fail to see it! More specifically of the blood variety. 
 
Open TexMex

Click File
Click Open
Type "c:\quake\jam2\maps\yourmap.bsp"

You will be looking at the textures from the map. 
How To Control Enemies Navigation Area? 
I made not narrow walls and for some reason enemies tried to walk over it, is there any way to make enemies not try something like that? clip texture effect player as well but I would like to use something just specifically for enemies. 
 
I made narrow walls* 
 
Sorry again.. I mean crooked/twisted/tilted walls.. sure I use narrow hallways, but wasn't talking about them in this case* 
Ok 
@Baker I know was tronyn, I done bad the question, now I ask to he 
Negke 
Ah, too bad. Could I include your better-quality .def in the gamepack? 
I Don't Understand Colors 
So, I use multiple blue colors, and only value that changes is Lum (luminous value of color). I try to use same thing for different colors that are not main colors, for example blue violet. I separate to 2-3 different tints(dark -> light) of that color. As an result I get weird pink colors, if colors are close or in exact same position.. so I guess this works only for main colors, red, blue, green, when there is no mixed other colors.

This starts feeling like painting for real, but without seeing results as fast.

If someone is experienced user with colors, a little lecture would help me a lot. Simply answer "do not use mixed colors" is something I will ignore immediately, because I want to learn and use colored lights. I was watching color theory videos on youtube, and getting some nice ideas how to choose own color palettes, but many modern games uses multiple colors in same places and they blend together smoothly.. it is hard to explain why, because I'm not expert in those subjects, and I'm sure quake works a little differently (because it is old game) - but any lighting techniques/secrets that might make it feel like 'modern' would help a lot.

I have been playing around different delay settings, and when used together gives interesting results, just like what I wanted. For example using delay 2 to push our shiny color, then make it lighter and using 0 / 5. Shamefully something like that didn't worked quite well for color "blue violet". 
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