Way To Complicate Things
#17322 posted by negke on 2016/10/08 17:19:13
You turn it into a func_wall so you don't need to have 1-unit gaps, because brush *entities* and world geometry don't affect each other in this regard. Yes, it's also possible to have skip-textured world brushes which then must not touch other brushes, but it's not recommended in most situations. There'll be lighting issues, too.
And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting.
Rick: Correct.
Mugwump: Correct.
Pritchard
#17323 posted by ericw on 2016/10/08 19:30:16
Dp got fence texture support a few weeks ago, it's only on the "development auto builds" (haven't tried myself but should work): https://icculus.org/twilight/darkplaces/download.html
Skip Works In All Engines
#17324 posted by ericw on 2016/10/08 19:32:08
Including dosquake to my knowledge
@negke
#17325 posted by Newhouse on 2016/10/08 19:37:27
"And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting. "
but still this happened? Did I do it poorly?
https://drive.google.com/file/d/0BwxYkKdSD855eDdtQU1JdEpPSE0/view?usp=sharing
Though I don't remember was it func_wall or not.. have to see again..
Nevermind
#17326 posted by Newhouse on 2016/10/08 19:42:18
Yeah, it seems to work. Thanks negke.
#17327 posted by Newhouse on 2016/10/08 19:48:49
So now it is come to this point I need to ask again about these keys (AD specific): _shadow, _shadowself, _dirt.
Can some one of those make this brush work as func_illusionary.. like it doesn't block lights?
Negke
#17328 posted by Mike Woodham on 2016/10/08 21:01:58
I had no idea that was what you could use func-wall for. If I ever try to map again I will have to find a use for my new-found knowledge :)
#17330 posted by JimBob on 2016/10/10 19:24:48
func_wall + alpha works in Darkplaces, Fitzquake, Qrack, and Quakespasm (and probably more). That's pretty broad support.
The only thing it doesn't do is work online with protocol 15.
Strangers In The Night
#17331 posted by madfox on 2016/10/11 17:39:48
After working some months on a convertion of the Doom2 Startrek Enterprise to Quake1 I discovered a file on my disk from 1997.
It's called "NCC1701D.zip" and contents a rather good impression of a Quake1 map of the Enterprise.
First I was surprised, because someone already did what I was trying in a much earlier moment.
I tried to contact the author "Andrew J. Wyllie" but my email bounced back which isn't that strange after 19 years.
I wondered if someone has heard of the name, because it's a rather good convertion.
Keys/Sigils In Multiplayer?
Hi!
This is a repeat of a post I made a long time ago on quakeworld.nu. I'm revisiting it now and someone suggested this forum to get ideas.
Basically, I'm trying to replicate the gimmick from the quake live map 'Elder' (players pick up a gold key to access part of the map), but in quakeworld.
Is it possible to do this using item_key1 / item_key2 / item_sigil ?
Has someone done this before in e.g. a duel/2v2/4v4 map? Let me know what you can!
#17333 posted by Baker on 2016/10/13 03:04:29
In your map editor, for the gold key ...
1) what flags do you have set
2) what flags are unset
And same for the door.
Sorry, I left out the most important part of my post!
I basically know how to set up the door to open for a key etc. The problem is my keys/sigil don't seem to spawn at all in deathmatch..?
No flags set on them right now.
Grenade Key
#17335 posted by JimBob on 2016/10/13 04:59:59
Keys are probably removed by the engine for DM. Didn't see anything in the QC.
You could do like I always wanted to do, and turn the grenade launcher into a key. Just make a wall with a hole, put a shootable func_button deep down inside. Only way to trigger it? Drop a grenade in there. Label it with a texture that features a screenshot of a grenade launcher or a grenade, so players get the drift (or a message works too, I guess).
Other than that, there is a Quake 1 arena mod that I think is actively developed. I think they might code DM keys in for you.
#17336 posted by JimBob on 2016/10/13 05:08:24
Rocket launcher key? Long shaft (think Star Wars). Shoot down it, and blast radius hits shootable triggers on the side(s) of the terminal chamber.
@madfox
#17337 posted by xaGe on 2016/10/13 05:30:04
I remember that map from way back when. I just grabbed it to play for old times sake.
Ah, too bad. Thanks for confirming it anyway!
#17339 posted by Baker on 2016/10/13 06:13:07
Haha. Yeah, too bad.
Except you can do it by removing the 2048 from both the key and the door.
/Newbies ...
#17340 posted by Baker on 2016/10/13 06:26:13
Here's a screenshot of EZQuake of someone holding the gold key and looking at the gold key door.
Of this thing that "can't be done".
ezQuake gold key + gold key door deathmatch on
#17341 posted by JimBob on 2016/10/13 09:06:04
Thanks, Baker. I can get it working, too. But if he's not setting any flags...
By the way, the html for this thread is now 12.6 MB. Isn't that kind of absurd?
@jimbob
#17342 posted by Baker on 2016/10/13 09:49:21
I did ask him specifically what flags "he was using" and what flags "he wasn't using", hehe.
He said no flags, which is pretty bloody unlikely so who knows what's he doing .. even he doesn't know, that's for sure.
thread is now 12.6 MB -- Isn't that kind of absurd?
That's 12.6 MB of pure knowledge, my friend.
Use it wisely. Prosper.
#17343 posted by Newhouse on 2016/10/13 10:03:56
If all of this "pure knowledge" would be gathered in other format for example.. actual tutorials/techniques web page + clear images and screenshots of what everything actually does.
Simple ReadMe included in "somewhere" in game folders doesn't offer much information what all keys and features actually do and most of the mapper's time is spend on trying out things and failing. (in my case 90% of the time), because I'm bad at understanding notepads alone. That's reason why I constantly keep "making sure" I'm doing things in a right way and keep asking about scripting in here.. because there is no other forums as active as this.
I can only assume size will keep growing, and here is the one of the reasons why that keeps happening.
#17344 posted by Baker on 2016/10/13 10:38:55
Why do I suspect you are using TrenchBroom?
Because in older days, almost everyone used WorldCraft and WorldCraft had elite ++++ documentation. You could go from newbie to near-elite in a day, I kid you not.
Like http://www.quake-1.com/wc16a-tutorial/
When I see someone new using TrenchBroom, I keeping seeing newbies trying to carve trees and struggle with newbie 101 stuff like "can't make a teleporter" other non-sense that no WorldCraft user ever struggled with in the entire history of mapping.
/I'm just saying ...
#17345 posted by PRITCHARD on 2016/10/13 12:19:40
I think, to be honest, it's just because this stuff really isn't google friendly. Or just... friendly, at all. I've never seen that WorldCraft page before, and it's not for lack of trying. this site got me through a lot of my early struggles with the entity system, but to be honest I've forgotten how I found it myself.
Another issue is that TB's docs aren't really noob friendly. I mean, they're great if you're a noob for TB, but not for quake. Anything you could possibly want to know about mangling a once-beautiful brush into a mess of non-integer vertex points and warped textures is contained within the bounds of the TB docs, but the only consideration given to the entity properties window is a guide to the UI and how to get around it.
Personally I don't think it should be the responsibility of the editor to provide documentation for this sort of thing. Especially not in TB's case, where the list of games it supports is quite wide and its capability to load custom entity definitions means that it can never cover every possible question.
There's no real solution here really; unless we start editing the top of the topic to include links to a F.A.Q. or tutorials like the one you linked, everyone is basically stuck in an endless cycle of answering the same old questions again and again...
I Agree
#17346 posted by mjb on 2016/10/13 13:00:05
With Pritchard on this.
Stuff like making a teleport is pretty univseral across all Quake editors. I think it's more like completely new mappers (Who never mapped before) are attracted to TB and because they are completely new they do not any of the basics whatsoever.
I learned a great deal of the basics from the bsp editor tutorials. Almost all of those tutorials are not specific to any editor and I don't think that should be TB's job at all.
But that link you posted Baker is very useful and like Pritchard I never came across that page!
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