#17180 posted by Rick on 2016/09/24 05:48:33
You can turn off the auto remipping option in TexMex. I don't know what happens if you do. Does then engine just create them on the fly?
#17181 posted by ericw on 2016/09/24 06:43:07
Pretty sure fitzquake/QS ignores the mipmaps in the bsp, software engines use them though.
Not sure about glquake and other gl engines.
QS Is The Engine I Used For The Test.
#17182 posted by Mugwump on 2016/09/24 06:54:20
Buttons
#17183 posted by PRITCHARD on 2016/09/24 12:20:07
How can I make a button that doesn't move when it's pressed? Looking at the qc, a button that doesn't have the lip value set will default to a lip of 4, which means that setting lip to 0 essentially sets it to 4.
Does anyone know a way around this? I've been fiddling for a little while now with values and I can't find any values that work.
-0
#17184 posted by anonymous user on 2016/09/24 13:45:35
signed zero may work.
#17185 posted by PRITCHARD on 2016/09/24 13:48:39
No dice :(
Pritchard
#17186 posted by ww on 2016/09/24 13:51:38
if you make a worldspawn clone of the button and use hintskip, then texture only the face of the skip. Seems to work for me
Raising Enemies
#17187 posted by PRITCHARD on 2016/09/24 13:54:27
I'm currently trying to make enemies rise out of a liquid for my map. Unfortunately I seem to be running into trouble with the func_door brushes stopping when they are obstructed by the enemy, although they eventually will succeed if triggered multiple times. Any advice on avoiding this?
I Understood Some Of Those Words
#17188 posted by PRITCHARD on 2016/09/24 13:56:15
I have no idea how to make worldspawn clones of the brush or hintskip. It sounds hard :/ I ended up "solving" the problem by altering the brush behind the button so that z-fighting never happens when the brush moves back.
Similar Idea
#17189 posted by ww on 2016/09/24 14:29:19
Here's a link with the bjptools-phong files where you can grab the hintskip wad. You can texture the skip and it will be a nonsolid/textured brush in game.
Non Moving Door
#17190 posted by Rick on 2016/09/24 15:05:26
Setting the lip equal to the thickness of the brush worked for me on a door used as a button. The brush is 16 units thick and the lip is set to 16. The movement is set to down (-1).
#17191 posted by PRITCHARD on 2016/09/25 15:28:38
I'm trying different things at this point, such as a func_train, but I still can't overcome the blocking issue posed by trying to lift flying monsters. Has anyone managed to do it in their map? :(
Pritchard
Just a shot in the dark, but maybe func_plat would work?
ERROR: Entity With No Valid Brushes
Does anyone know what causes this? Tried to quickly test my suggestion to Pritchard above by making a simple map with a water brush, func_plat and a couple of monsters, plus a trigger_once. If I delete the trigger_once I still get the error (it happens when I try to compile the map).
Using the latest version of tyrutils-ericw and a slightly outdated version of TrenchBroom2, FWIW.
#17194 posted by PRITCHARD on 2016/09/25 17:22:27
Check your.map file for stray entries I suppose. Also regular enemies should work fine. My issue is that I'm trying to move a flying enemy, so make sure you test that. (Specifically, the sentinel from Quoth)
Good luck :S
Pritchard
#17195 posted by Mugwump on 2016/09/25 17:31:04
I've just played the Arcane map found on Quaddicted and there's an exit teleporter rising from lava. Granted it's not monsters but if you can decompile it, maybe it could be of some help?
TB2 Will Report Empty Brush Entities In The Issue Browser
#17196 posted by SleepwalkR on 2016/09/26 13:19:19
#17197 posted by Ubiquitous on 2016/09/27 22:43:17
I created a wind tunnel as in figure A here:
https://drive.google.com/open?id=0B8v_WdcS3T18SUJ0TTNqTEg2VEU
The black lines are the geometry of the tunnel. The red box and blue box are two trigger_push volumes that push in the direction indicated by the arrows. The green line is the trajectory followed by the player.
I carefully calibrated the positioning and strength of the push volumes to give the player a perfect trajectory up the center of the vertical pipe.
All of a sudden, without me chaning the position or key values for the trigger_push volumes, the trajectory of the player in the tunnel changed to that in figure B (i.e. he collides with the roof of the tunnel before being blown upwards.
Does anyone have any idea why this might have happened?
Ubiquitous
#17198 posted by Newhouse on 2016/09/27 22:48:16
This is only my guess.. but try place them in a way they're not colliding each other, blue trigger is inside red one and that might be the case here... maybe..
#17199 posted by metlslime on 2016/09/27 23:25:43
Yeah the behavior when a player can touch two different trigger push entities at once is not reliable-- try adding some space between them
#17200 posted by Baker on 2016/09/28 05:14:48
Pritchard, you can move flying monsters easily enough with a moving object ...
https://youtu.be/QuI_88Lk6ig
Add this scrag to E4M5 in an external ent file and you could try it yourself.
{
"angle" "315"
"origin" "1511 -270 56"
"classname" "monster_wizard"
"spawnflags" "256"
}
Models Not Showing Up
#17201 posted by pancaked on 2016/09/28 07:52:35
Hey guys. im new to the quake mapping and i need some help with trenchbroom. when i run trench none of the textures,models show up! please ask me if i need to give any details
Baker
#17202 posted by PRITCHARD on 2016/09/28 08:03:51
Using the stuff in your post in a .ent file made the map crash :/ but I went back and tried out func_plats in my map again, and unfortunately the results aren't as smooth as yours, and using func_plats is essentially impossible anyway.
video
You can see that there is still the issue of the plat glitching out at points where the flying entity interrupts it, although it eventually does reach the top as it is supposed to. I'm not sure what's different about the func_plat in e4m5, I looked at it and it's a pretty standard setup.
That brings me to my other point. How did you get the func_plat in e4m5 to work like it does in your video? A func_plat with a targetname will start at the raised position, and targetname-less ones need to be touched by the player to activate...
#17203 posted by PRITCHARD on 2016/09/28 08:21:10
I tried out another option, using path_corner and a blocker to stop the monster from moving, but there were two issues I found:
1) Quoth Sentinels can't move to path_corners, which is dumb and lame
2) Wizards can, but they won't ascend to reach them as far as I can tell, so it's totally useless.
So now i'm grumpy at Carmack AND Preach! >:(
Oh well. It would be nice to have this feature in my map, but it's really starting to annoy me how much time i'm wasting trying to figure out how to make it work... Going to do something else instead, like everyone else who had this idea probably did when they gave up.
#17204 posted by Baker on 2016/09/28 12:20:37
I froze all entities sv_freezenonclients 1 and stepped on the platform, then I walked off. And then I unfroze the entities.
I cheated a little.
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