H E L P
#17505 posted by eman on 2016/11/14 18:56:48
Sup chaps, I feel stupid for asking this but apparently I'm missing something.
I'm trying to make a trigger_push function like a jumppad in q3 (shooting the player vertically but slightly angled, maybe 5 degrees). However I don't know how to angle it upwards.
I'm using TB2, ty.
#17506 posted by mfx on 2016/11/14 19:06:20
angle -1 is up
angle -2 is down.
#17507 posted by czg on 2016/11/14 19:29:09
Though if you want it angled slightly you can set the angles key directly:
http://i.imgur.com/5SE5Oud.jpg
Not that it's "angle s" instead of "angle"
The first number of angles is the pitch. Note that you need to set it as negative to have it point upward. -80 is 10 degrees offset from straight up.
The second number is yaw. 270 is southward in the map.
The last number is roll and should be left at 0 since it does nothing.
#17508 posted by eman on 2016/11/14 20:39:15
Perfect, thanks guys.
Unfortunately I assumed because the preview arrow doesn't seem to update properly (in TB2) that it wasn't working.
Now stop helping me and make more maps!
Bounce / Radiosity & Phong Shading
#17509 posted by Naitelveni on 2016/11/15 17:11:07
Hi guys,
Now that i have been introduced to the basics of mapping i've been busy designing my first map. Lighting the map and creating polished looking areas takes alot of time for me at the moment but its alot of fun.
I revisited Ericw's tytutils github-site, and i really like the Bounce / radiosity and Phong shading. How do i add the lighting to my map?
Check
#17510 posted by mjb on 2016/11/15 17:18:26
Did you check the light section of Ericw's site?
https://ericwa.github.io/tyrutils-ericw/doc/light.html
I believe this has the all information.
Naitelveni
#17511 posted by ericw on 2016/11/15 20:02:47
For phong shading, just set the "_phong" "1" key/value on a func_ entity. If you have some regular worldspawn brushes that are not part of an entity, but you want them phong shaded, you can group them into a func_group or func_detail and then set that key.
To confirm it's working, do a compile with the "-phongdebug" command-line option for light.exe, the load it in the engine and enter "r_lightmap 1"; you should see something like this
For bounce: add "-bounce" to your light command line, or set "_bounce" "1" in worldspawn. There is a "_bouncescale" option to tune the brightness of bounce lighting, check the screenshots at: https://ericwa.github.io/tyrutils-ericw/
#17512 posted by Naitelveni on 2016/11/15 21:48:55
So i do this in Trenchbroom?
set_ "_bounce" "1"
http://i.imgur.com/yoRxGaG.jpg
then to set the scale i type "_bouncescale"
Yep That Should Do It
#17513 posted by ericw on 2016/11/15 22:17:20
#17514 posted by ericw on 2016/11/15 22:48:37
That looks like too many lights, especially if you're going to use bounce (which sort of gives you fill lighting for free).
Maybe try deleting some of those and adding some light sources that have a matching texture or a torch/flame entity
#17515 posted by muk on 2016/11/15 22:54:53
Youll probably want to completely redo all your lighting once you start using bounce.
give "extra" or "extra4" a try too.
I have it in my compiler settings, but you might be able to add it to the "worldspawn" like you did with "_bounce".
Note that when you do it in the compiler you use a dash(-extra) and when you do it in the worldspawn you use an underscore(_extra)
were you ever able to get the trenchbroom compiler working, nait?
#17516 posted by Naitelveni on 2016/11/15 23:19:46
Holy moly i got alot more light now, and its alot smoother! i redid all my lights, its alot simpler to do lighting now that i have the bounce on! I dont get those nasty deep dark areas that used to fill most of my map or thos over burned highlights, its so much softer!
I never actually got the trenchbroom compiler to work. I also gave up on it once i got Ericw's method to work (terminal).
I was watching Custom gamer once again while doing my map, this time a map by MFX and it made me want to play the map rather than just watch the map narrated by Daz's lovely voice (haha, but he does have a nice voice). So im trying to install Quoth, I have it in my folder Quake/quoth and in it the pak0.pak, pak1.pak nad pak2.pak. here is the problem where do i put the commands: -hipnotic -game quoth? In the console of quakespasm? They didnt work there..
#17517 posted by ericw on 2016/11/15 23:32:48
You're on macOS right? When you double click on quakespasm.app you should get the launcher, put "-hipnotic -game quoth" in there. e.g. http://i.imgur.com/WkH2FoH.png
#17518 posted by Naitelveni on 2016/11/15 23:37:41
ericw, im actually on windows because you gave me instructions on how to compile in windows.
#17519 posted by Naitelveni on 2016/11/15 23:38:36
i know that the mac app gives those commands on start but the windows one doesnt.
#17520 posted by ericw on 2016/11/15 23:43:04
Ok, cool. Spirit made a gif of how to add command line args on windows :)
he's using fitzquake.exe in that example but that procedure will work with any engine including quakespasm
#17521 posted by Naitelveni on 2016/11/15 23:54:19
Thanks!
Now Add Dirt!
#17522 posted by muk on 2016/11/16 00:01:45
#17523 posted by Naitelveni on 2016/11/16 14:23:39
I played the mapjampack7, the first map was visually stunning and so was the starting room. The second map bugged out, i couldnt get out of the zombie room once all the zombies were dead. The fourth map where the elevator goes up crashed once i left the elevator. XD
but really solid efforts by all the mappers!
Jam7 2.2
#17524 posted by mjb on 2016/11/16 14:37:31
Naitelveni,
Make sure you install the Quoth patch (2.2)
This is will most likely be the cause of any issues you encounter.
https://www.quaddicted.com/filebase/quoth2pt2patch.zip
#17525 posted by khreathor on 2016/11/16 15:41:46
For me Map Jam 7 become more like a disaster than success...
Most people never upgraded to Quoth 2.2 and because of that, few maps doesn't work at all, mine is broken. Not working map is a less of a problem imo, because you can definitely see something is not right.
My map starts just fine, but it breaks after a first minute. Most people noclip through the door and they continue with broken vending machines = not enough health or ammo. Few of them just quit after they see doors are broken. They just see this map as a broken piece of shit.
[...]
After they discover that other maps don't work, because of outdated Quoth, they update and never go back to my map. They:
a) don't want to waste their time to check out if that was a problem;
or
b) don't know that outdated Quoth was a problem and they blame me.
This happens in 80% of cases with this pack.
Hopefully retro jam map will work flawlessly, otherwise I quit this shit, lol ;D
Khreathor
#17526 posted by Qmaster on 2016/11/16 16:23:32
Lol hey maybe that was just me ok. No hard feelings. The jam didn't specify to use the latest version of Quoth so it's not on you.
Incidentally, it bundled Quoth with it did it not? Did it not bundle the right version? At work so can't check.
#17527 posted by khreathor on 2016/11/16 16:49:29
Original package has Quoth included, but Quaddicted one is repacked with Quoth stripped from it.
Mappack7
#17528 posted by Naitelveni on 2016/11/16 18:17:25
Oh shit! Now i really need to get the mappack to work properly, i feel bad after hearing that! It all looked really nice.
Is there a thread on upcoming mappack jams and how to give maps for review?
P.s. If i dont get maps, mods, editors, scripts to work properly its because im a noob! :)
#17529 posted by Mugwump on 2016/11/19 02:33:12
Is there a thread on upcoming mappack jams
Not a general thread, no, but there should be one for each Func_ jam.
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