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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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Or Tyrutils-ericw Thread 
 
Color 
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? 
 
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. 
 
Damn! Incidentally, I guess it would also require altering the progs.dat to have two versions of rotfish, right? 
 
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. 
 
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. 
 
*I meant how to open it. 
Lol 
"The Progs Whisperer Preach" 
No Code Required 
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. 
 
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 
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 
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 
https://tomeofpreach.wordpress.com/qmdl/

Don't look at me. It's not clear how to use it. 
Thanks A Bunch, Qmaster! 
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 
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. 
Thanks Preach 
Duly noted.

I'll take it one step at a time. Make my fish first, I'll worry about including them in AD later. 
 
Isn't this for the noir jam? There are other custom skins being made for it, like that dapper-looking grunt. I'd imagine the fish can just be added the same as them, unless it's working differently for them because it's a replacement. 
Yes It Is 
I'll ask Shamblernaut when I'm done with my fish. They won't be a total replacement, though, I intend to keep the regular skin if I use other fish as enemies. These two will be unique in the map and won't be actual enemies, only a fullbright visual treat locked inside an aquarium (I'll also need to figure out if it's possible to remove them from the frag count).

Anyway, I don't think my map will be ready for the deadline, fish or no fish. I'll see with Shamblernaut if it's possible to release it as a DLC when it's done. 
Can Somebody Explain This? 
So, I was making a preliminary test for the Rumble Fish/Sin City-inspired map I have planned when I noticed something weird.

To enhance the comic book feel, I made a set of solid white textures with black outlines and solid black textures with white outlines. Used the latter in a box room to see how they looked in-game.

Everything looked good at first:
http://imgur.com/a/AWzaK
But when I got closer to a corner and looked up, I saw this:
http://imgur.com/a/BvODP
It also happens on a floor texture I converted to pure B&W. It looks fine around the player but have a look at the part I circled:
http://imgur.com/a/W8qE5

What's the deal?

If pics aren't clear enough and you want to take a closer look, here's the bsp with the source map included (made for AD):
http://s000.tinyupload.com/index.php?file_id=72319378107589442495 
 
That kind of looks like anisotropy. I'm not sure what the deal with that is in Quake engines these days, though. If it is what's causing it, then there's no fix. You can't force users to filter. 
 
Mipmapping probably 
And The Winner Is... 
Pritchard! It was a brand new install made specifically for my mapping works and I had forgotten to set anisotropic filtering. It was set to 1, which would be the default I guess. I set it to 8 like I always do and the issue disappeared.

Pritchard, here's your prize: a coupon allowing you to facepalm me if we ever meet in person.
https://img.ifcdn.com/images/99bdb68b0fcad2043abbf97f1390375662d75e070a31a010cb1502dd48d5a7e5_1.jpg 
 
looks like mipmapping 
Lol Its Both 
The Anisotropy is for the floor but I believe it allows the mipmapping to take place further away. You could probably remip those textures, esp the wall. If you didn't remip them then it will use the old full detail texture (albeit scaled down), you can do it in Wally. I think there is an option for Remip all actually. 
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