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Move E1m1 To The 4096 Boundary
#17142 posted by Qmaster on 2016/09/22 19:38:22
That would be neat prank actually.
Ahh! Found It! I Found Pritchard's Nailgun!
#17143 posted by Qmaster on 2016/09/22 19:40:47
That was hard to spot.
#17144 posted by Rick on 2016/09/22 19:55:37
You could place the nailgun over a hole, put a really bright light in the bottom of the hole, then hide the hole by filling it with a func_wall. If too much light escapes the hole, make it a spotlight.
Total_newbie
#17145 posted by ericw on 2016/09/22 20:02:07
What light tool / version are you using? I can't reproduce that in my tool.
Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.
So I guess one can only switch standard, non-pulsing and non-flickering lights on and off? Right. It's just a limitation of the vanilla progs.dat though, this could be done with modified QC.
Everything I Have Is About Three Versions Out Of Date...
Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.
Ah, ok, thanks for clearing that up.
I'm using your tools, but I have v0.15.4.
If you want, I'll upgrade and see if I can reproduce the issue.
What I really should/want to do, though, is get all of my tools up to date, but my primary tool, namely TB2, I don't know how to update short of a fresh OS install (which I'm reluctant to do at the moment) -- see my query in the TB thread.
#17147 posted by Mugwump on 2016/09/22 22:01:50
If you're on Windows, you can delete the TB folder, remove its entries in the registry and reinstall it. I can't tell for OSX or Linux.
#17148 posted by ericw on 2016/09/22 22:52:37
v0.15.4
ah ok, that explains the light crash :-)
Upgrading should fix that. Let me know if you need help building it on Linux.
Thanks, ericw.
I seem to have run into a problem already, but I think it's something I messed up and has nothing directly to do with Tyrutils-ericw.
A bit of background:
A few days ago, I tried to install something called Drupal. I really want to learn how to build websites, and I read online that you can use Drupal to build a website pretty much from scratch. So I found it in the Mint/Ubuntu repositories and tried to install it, but something went wrong during the installation process (there were some steps I didn't understand, and I chose the wrong options or something), and now it isn't installed properly, but I can't seem to remove it either.
So, now:
When I tried building the latest version of tyrutils-ericw, I needed to install cmake -- but when I try to install cmake, the Drupal installation process tries to resume, and then fails again. As a result I can't get cmake installed.
Not that I expect you to know how to solve this problem, but maybe you'll at least be amused at how badly someone who knows next to nothing about the computer they're trying to use can screw things up.
Nah
#17150 posted by ericw on 2016/09/23 02:29:47
don't worry, Linux package management just sucks..
what's the error?
I have hit the same thing on debian/ubuntu before, there's some magic flag to make apt-get work usually. also maybe we should move this to the OS thread...?
Or Tyrutils-ericw Thread
#17151 posted by ericw on 2016/09/23 02:30:11
Color
#17152 posted by Mugwump on 2016/09/23 06:32:19
Is it possible to apply a color attribute to an entity that is not a light? Lemme explain: I have this idea of recreating the two fish scene from Coppola's Rumble Fish. This would require having one fish tinted red and the other blue. Would I have to retexture them or can I achieve this just with a color attribute?
#17153 posted by PRITCHARD on 2016/09/23 07:07:29
I'm pretty sure a retexture is in order, I don't think quake has any tinting keys by default, or in any mod that I know of.
#17154 posted by Mugwump on 2016/09/23 07:43:33
Damn! Incidentally, I guess it would also require altering the progs.dat to have two versions of rotfish, right?
#17155 posted by PRITCHARD on 2016/09/23 09:16:08
I wouldn't know specifically about that, I've never looked into quake modding in that sense, but I'd hazard a guess and say yeah, you'd need to do that.
Mugwump
Typically yes, you need custom progs, but you might be able to use some functions from other mobs instead of it's normal AI.
The progs whisperer preach would probably know more about this than me.
#17157 posted by Mugwump on 2016/09/23 13:17:58
I sure could use a progs whisperer! I'm a total n00b about QC and I would need to know the exact syntax, where to put the new code inside the file, etc... I don't even know how to edit that file.
#17158 posted by Mugwump on 2016/09/23 13:22:27
*I meant how to open it.
Lol
#17159 posted by Qmaster on 2016/09/23 18:28:41
"The Progs Whisperer Preach"
No Code Required
#17160 posted by Preach on 2016/09/23 20:53:03
Just add the blue skin to the model, then use the key "skin" "1" on the ones you want to be alternative colours. It's like a map hack, only you need a mod to make use of it.
#17161 posted by Mugwump on 2016/09/23 21:03:14
OK but like I said, I need two versions at the same time, one blue and one red. Would that be "skin" "1" and "skin" "2"? And where do I specify that? In the progs? In the map editor? Sorry but I'm a total n00b in that matter, I don't even know what a map hack is.
Monster_fish
#17162 posted by Qmaster on 2016/09/23 22:15:03
skin|0 uses normal skin
skin|1 if model has 2nd skin use skin 1, else skin 0.
The trick is to add skins to the model and put that fish.mdl in your progs folder. Then any monster_fish that you've added the key|value of skin|1 or skin|2 (if you have a 3rd skin) will use the new skins.
Note the programmer counting:
skin 0 = 1st skin
skin 1 = 2nd skin
skin 2 = 3rd skin
skin n = nth skin
How To Add Custom Skins To Enemies
#17163 posted by Qmaster on 2016/09/23 22:24:52
key|value is specified in your map editor same as you would targetname. If using J.A.C.K/Worldcraft, turn off the SmartEdit button to add key|value pairs manually. The key is the name of the variable to assign, the value is the assignment.
Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD.
Skins can be created as a .png
Original skin can be accessed using: http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html
-Webtools:
-Drag and drop the fish.mdl into the webtool
-Drag the skin and drop it on your desktop
-Edit the skin in your 2D program of choice (e.g. Gimp)
Skins can be added back to the mdl by Preach's java package though it's horribly obfuscated how you actually use it. I have to figure it out on my own everytime.
Alternatively you can try AdQuedit but be careful with it since it will let you delete the C: drive. I have trouble getting the palette to load correctly anymore but you may have luck.
Preach's Model Tool
#17164 posted by Qmaster on 2016/09/23 22:27:12
https://tomeofpreach.wordpress.com/qmdl/
Don't look at me. It's not clear how to use it.
Thanks A Bunch, Qmaster!
#17165 posted by Mugwump on 2016/09/23 22:58:29
I'll try to see what I can do. I hope I'll pull it off. Your explanations are very clear anyway, so if I don't it'll be because of my own suckage.
"Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD."
Good thing I'm planning this map for AD, then...
Skin Numbering
#17166 posted by Preach on 2016/09/24 00:08:31
As QMaster mentioned, the skin numbering starts at 0, so if you create a model with two skins then they are numbered 0 and 1. Also, if you don't set the "skin" key, it defaults to "0". So you can skip setting it on half the fish, and just set it to "1" on the others.
For adding an extra skin, the easiest thing to do is download QME, which lets you edit models in a GUI.
If you're using AD, then that's going to be an issue, because you can't install a new fish model in someone else's mod. You'd need your own copy of the mod with the fish added.
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