News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Stupid Elevators. 
I want that player goes to "wait elevator zone" and whether it is up.. it goes down where player is.. but if it is down already - don't do anything ... just let the player go inside elevator.. wait about 1 second, after it goes up. And same other way around.

Pictures would help a lot more to visualize this. 
 
 
you could probably use logic gates to make that happen neohouse 
Going Down 
I take it this is for the AD jam?

You could use entity states for multiple triggers. I don't know if this is over thinking it but what comes to mind is something like:

If elevator is up, and the player is down then a trigger by the elevator entrance will trigger a func_door set with toggle. This also turns off the trigger so it will not go back up without the player going inside the elevator.

A trigger located where the elevator space in the down position would then activate the door toggle. A similar trigger would be in the elevator space when in the up position.

Finally, duplicate the first section but on the upper floor.

With this, you can set separate wait values for triggers to get the elevator to act how you want.

I just pulled this out of my bum and your mileage will probably vary. :O 
Button 
You could also just use multiple func_buttons like how other elevators work.

But if you don't want buttons then try it out! 
 
As long as entity_state whatever works in a way, it set the same state like "on" or "off" multiple times and not starts switching it between until I really want it to be changed. 
Newhouse 
_shadow 1 on func illusionary should work with my light tool. Try starting with a simple case of a room with a pillar in the middle made of func_illusionary.

The light tool doesn't understand the start off spawnflag, so things that cast shadows always cast shadows. 
 
the thing is, if these brushes were "normal" no "func_anything", light didn't come through it. But using func_illusionary.. even though I tried everything, using these _shadow 1 etc. I couldn't make it block lights, and tbh I didn't use "start off" yet so problem is not there. Somewhere is problem I can't figure out it by myself, because there is other things like I have to do.. like finishing up my map before deadline.

Also another thing about these clip brushes.. There is one hallway and monsters could easier walk through it, then I added there grates on floor, and covered it with clip brushes like I did in many other part of my map and in those areas those worked just fine.. but for some reasons it didn't worked on this specific hallway and enemies couldn't anymore go through it.. there is clip brush precisely placed on same high as floor is and it covers all these func_detail iron bars on floor, why they can't go through it? Is this some kind of bug or something?

https://drive.google.com/file/d/0BwxYkKdSD855WFNfd0Y4a1Uwck0/view?usp=sharing 
A Hunch 
Newhouse, try turning bounce lighting off and see if the func_illusionary with skip textures and shadow tag works then. 
Monsters Can't Walk On Clip Brushes. 
 
 
Wait, the func_illusionary is textured with "skip"?
Updating your utils to v0.15.8 will fix that then!

Due to some things I changed in light (new raytracer), I had to handle the case of shadow-casting skip-textured funcs in a special way. The only limitation is, all faces of the func must be textured as "skip" for it to work. 
 
Yeah, to fix the walking issue you need to use a func_wall with a very small alpha key value.

ericw, what are the chances of that changing in the future? It'd be nice to have some of the "one sided" brushes in my map cast shadows. It's not a big deal if it can't happen, though. 
Hmmm 
Pritchard, I think that case will already work as you expect.. (something like hanging vines with texture on one side only?) The normal textured face will block light. (the skip faces won't, but the back side of the normal-textured face will, so the result will be fine.)


(The only case I'm aware of that is broken would be very unusual: say you had a bridge using regular textures, with spikes extending out of it that were textured with skip, and the whole thing was a single func_wall with _shadow 1. The result would be the main bridge casts a shadow but the skip-textured spikes don't). 
 
I'll check my entity setup when I get the chance, I may have forgotten to set _shadow 1 on the relevant bits... 
 
Thanks ericw, I will update my tools*

czg "Monsters Can't Walk On Clip Brushes."

Is that so? So it means I need to use invisible brushes or func_wall with alpha always when thinking of monsters. Maybe I skipped that part where ever it was written down. 
 
Use noskip textures on a func_wall instead 
 
sorry, I meant skip textures 
 
Because not using skip textures.. possible makes some surfaces disappear when looking from different angles? 
Weird Bug? 
I placed armor and health on elevator (func_train) which slowly goes from up to down.. when it reaches its destination bottom, I hear stopping sound and then items falls through floor..

Should I use skip there as well? I already tried clip brushes. 
Plants 
Right now in my map I'm trying to create a little plant in a pot, like one of those shitty plastic ones you see in foyers or something like that. Does anyone have any advice on the best way to go about it? I'd be happy to just have a texture that's feasible to cut a shape out of with brushes, I've got some good ideas as to how to use something like that, but something better would be nice as well.

It's an AD map so although I haven't looked into it I think I can load arbitrary models, so that's another avenue.

What would be really juicy is a guide on how to get transparent textues working in Q1, if that's even possible (I doubt it!). I've got a .wad with a plant that I could use if this was made possible somehow, but it's on that ugly pink background and the details are far too fine for me to simply chop it out, even at the smallest possible grid size. 
 
Several AD maps use fence textures (vines in ad_swampy, broken windows in ad_necrokeep) so you could try that - add a "{" to the beginning of the texture name so it's something like "{plant", this will make palette index 255 transparent.

It's not a vanilla quake feature but engine support is good (QS, MarkV, FTE, latest DP) 
Newhouse 
Skip = the compiler removes the textures from the visual plane, so there are invisible but solid surfaces the monsters can walk over like they was a smooth floor. It's preferable to make them func_wall, because then you can cover the whole gap. They can work as world geometry as well - however, then they can't touch adjacent geometry as that would cause their faces to become invisible as well.

Skip works in vanilla Quake which makes it the way to go, whereas alpha is only supported by a handful of ports. 
 
An apparent exception to the "can't touch adjacent geometry" rule seems to be if the brushes that are skipped are func_illusionary brushes. Obviously not applicable for creating invisible solids, but still an interesting exception. I'm using it to make a "catwalk" for my map: http://i.imgur.com/M5o1Dsa.jpg
http://i.imgur.com/WUpcCxs.jpg

Also, is the "monsters can't walk on clip brushes" statement actually true? I ask because this guy seems to be doing just fine, granted this is in a mod, not the default game. 
 
monsters use pointcontents in order to avoid walking off cliffs. this means that they'll refuse to walk over gaps,
the exception is if they're already off the side of a cliff, in which case they're 'allowed' to just walk off it entirely, thus there's no issue if they spawn on it, but they won't step back onto the clip brush if they did find solid ground.
obviously you can trick the movetogoal function by adding in FL_PARTIALGROUND before each call to it, but you'd probably need extra triggers for that... 
 
I have a spot where monsters not walking on clip brushes is less than good. I've been avoiding anything not part of Quake originally, but would this "alpha" thing work on a moving entity like a door?

If so, is it done in the engine or by the compiler? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.