Teleport Target
#17568 posted by Qmaster on 2016/11/22 16:26:02
Incidentally, you don't have to target an info_teleport_destination. So long as the target is a point entity, you can target it.
For instance, you could have a room with no ammo and a button. Run past the enemies and push the button. Then have teleporters target each of the enemies and telefrag monsters on top of them to kill all the monsters. Yes monsters can act as a teleport destination. Heck you could even use a light as a teleport destination.
#17569 posted by Naitelveni on 2016/11/23 17:41:53
Hey, i just realized that in quake you use keys only once, so now i need to create a door that opens with delay. My first attempt was to create a trigger_relay with the delay "45" and then target the the door.
It did not work. How do i create this scenario?
for recap:
-I have button that has target: A
-Targetname:A are the platform that lowers(carrying the key), teleport that instantly teleports 5 zombies in different locations, Trigger_relay that has delay of 10 that releports a shambler and another trigger_relay that spawns 5 knights after 15 delay. This all works nicely but the door does not work.
P.S. Also a more embarresing question about my rash downstairs, no im kidding the embarresing question is: how do i create a shootable button?
Button
#17570 posted by mjb on 2016/11/23 17:46:21
For your last question:
Give a func_button a key called "health" with a value of "1" or whatever amount of damage you want it to endure before activating.
#17571 posted by anonymous user on 2016/11/24 10:20:45
Naitelveni, for example - im opened map e3m7 - secret level- this is small and good map - and there is monster which teleported.
each mosters placed in seperately very small rooms. In rooms placed unique trigger_teleports with connecting for each yourself unique info_teleport_destination. Make trigger_once - connect it to trigger_teleports
#17572 posted by xLarve on 2016/11/24 10:22:16
trigger_teleport must be covered monster - thats he ccan run out from trigger_teleports field
#17573 posted by anonymous user on 2016/11/24 10:22:42
*cant
Motivation
#17574 posted by mjb on 2016/11/24 16:32:26
Question: How far along have you gotten before giving up on a map before? My previous map in a similar style was/is quite long at this point, with a lot of effort put into it (months). But i've lost my motivation to work on it recently
I have pulled the plug on numerous map attempts because of not being able to visualize what the map could become. Unlike Giftmacher, I find I need to see finish pieces of my map in order to gain drive to continue. He is right when it comes to base layout being not fun (at least for me) but levels need building blocks so the fun content/details can be contained within!
So far, I have released two jams and one personal-no deadline map (The hardest to complete IMHO). and it looks like I will complete my 2nd one...although there is still more to go. I am 50% complete with the layout but of that 50% there is light detailing, lighting, texturing, and even gameplay elements already present. This gives me a feel for the map and the motivation to keep going. Basically, if I go and test my map and I say: "I like this!" then I know I am on track.
Iteration is key, if you worked for days on a single uber hallway you don't want to even consider moving or removing it. You may work around it but never realize the actual mapping block is that hallway! A little bit ago I posted that I deleted 75% of my map and it was good for my map's life because of it. That 75% cut is actually now the map I am currently sharing in the screenshots thread.
I think I decided to go long here because I hate to hear you have been working for months on a project (That looked really nice btw!) and want to call it quits. I think you should continue on that map and either shorten the layout or considering iteration to see if motivation comes back. Either way, at least you gained more techniques from it.
TL;DR
I need to actually see my map in action (Detail, lights, textures, theme) in order to retain drive. Try laying out single sections at a time then giving it the works before moving to the next.
I give up on maps after a certain time because I realise that my vision for the map and my skills don't align.
Already it takes me a long time to map, but to map with the level of detail I want, it takes an extra effort.
Let me post an example screenshot of a map that is on hiatus:
https://dl.dropboxusercontent.com/u/108695968/Screenshot%20from%202016-11-25%2000-00-35.jpg
I plan on a whole city street with that style of building (and some more detailed).
The thought of the time consumed doing that is a bit... disheartening.
#17577 posted by Naitelveni on 2016/11/24 17:43:09
I DID NOT ask about monster teleporter or delay for it. i ASKED about DELAY ON DOOR. :D
#17578 posted by PRITCHARD on 2016/11/25 12:29:15
Does anyone know a good way to get chunks of gore/gibs into my map? I'm talking about either textures, or, preferably, how to use the stock gibs as models somehow. I'm using AD.
Pritchard
#17579 posted by mjb on 2016/11/25 12:53:25
Gib models are found in ad\progs directory.
Plenty to choose from! ;)
#17580 posted by PRITCHARD on 2016/11/25 13:27:39
Thanks, I thought it'd be simple. I also found a pile of bones :O
#17581 posted by NewHouse on 2016/11/25 17:41:24
Just started visualizing map layout by drawing different layers of them to individual A4 papers. When putting them together and facing them against bright light, you will quite easily to see how certain areas could be stacked together. The most common problems with 3d designs is that height can be overlooked when thinking basic layout.. since even basic layout is not just in one height layer.
#17582 posted by NewHouse on 2016/11/25 17:49:14
Unless if you actually create map that doesn't have different heights*
Finding Unkilled Monsters
#17583 posted by ericw on 2016/11/25 23:10:51
Recently I had to track down some un-killed monsters. Here is a hacky way of doing that (maybe there is an easier way?):
1. make a save when you've killed 298/300 monsters or whatever.
2. open the save in a text editor, I used VS Code
3. go to edit->find, and paste this in as the search query, and enable regular expression mode (the .* icon in VS Code):
classname" "monster_[^}]*\n"health" "[1-9]
That searches for monsters with positive health. The [^}]* bit skips 0 or more characters that are not the closing brace. Not exactly sure why the \n is needed.
Motivation
#17584 posted by madfox on 2016/11/25 23:59:29
first map - a week
second map - a month
third map - three months
fourth map - half year
fifh map - a year
last map - three years
next map - god, I love it!
#17586 posted by Bo Jank on 2016/11/26 06:01:20
I've been trying to compile my quake map, made with Trenchbroom 1, and for some reason it's full-bright, and there's an error that says "Processing hull 1...
WARNING: No entities in empty space -- no filling performed
Processing hull 2...
WARNING: No entities in empty space -- no filling performed"
It's starting to piss me off because upon reading about it people say an entity might be too close to a wall or something, so I deleted all entities besides the spawn, and I moved that around, etc. Then I started a new map just to test things, and still the same result. But now instead of just that error the map's full bright for no real reason.
Does anyone know what would cause this?
The tools I'm using are Txqbsp.exe, Wvis.exe, light.exe. All just default params from neqsp1compiling gui.
Any Reason Why You're Not Using Trenchbroom 2?
#17587 posted by Mugwump on 2016/11/26 06:33:20
#17588 posted by muk on 2016/11/26 06:59:05
Im actually working on something to help new mappers compile maps with relative ease. Should be useful to advanced mappers once I do more work to it. Its batch file, so this is for Windows.
http://www.quaketastic.com/files/tools/Qompiler.7z
sorry for 7zip. shouldve used rar or zip.
"v0.25" is up on Quaketastic if you wish to try it out. Ill have a more in depth version soon.
This is designed to work with http://ericwa.github.io/tyrutils-ericw/, but will support other compilers in the future.
Im working on it as we speak so it might be the updated version by the time you get back here.
Mukor
#17589 posted by khreathor on 2016/11/26 11:06:36
Create small repo with it :D
#17590 posted by muk on 2016/11/26 12:18:34
https://github.com/muk0r/qompiler
v0.50 is up.
It'll show the settings for each compiling process(qbsp,vis,light) and let you set them.
Im trying to figure out how to have the user either write simple configs by hand or have the batch file save them.
I feel like if I can figure out how to use handwritten configs, its relatively close to figuring out how to have it save them.
#17591 posted by Bo Jank on 2016/11/26 13:43:18
Hey that's a nifty tool.
The map compiles but it's fully bright. There are no leaks and it's only pretty much a square room.
This didn't used to happen.
#17592 posted by muk on 2016/11/26 14:06:43
Do you have any light entities in your map?
also, are you using the tools it links to in the readme?
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