#17730 posted by Naitelveni on 2016/12/09 00:23:15
Is there a specific folder i have to place the textures into?
#17731 posted by Naitelveni on 2016/12/09 00:29:53
It worked! thanks Mukor and Bloughsburgh
Func_detail
#17732 posted by Naitelveni on 2016/12/10 16:11:09
So ive been doing alot of work on my maps, and im setting func_detail to details in the world, such as arcs and tiles that are broken etc. and it really brings down the vising time. Still I dont actually know what func_detail is.
What is it and when should it be used?
Detailled Func
#17733 posted by madfox on 2016/12/10 21:59:49
The func_detail entity is excluded from the compiler portalization phase and then becomes structural with collision afterwards. (@Sock)
It is simillar to func_wall, except the viscompiler shut out all func_detail entities you made. It should never be used for outside walls or walls that touch the void.
It could be possible to make a level with only hard core walls and full of func_detail ents.
Func_walls are entities and come with several issues. like OTP said, no shadows. Also, stock engines have limitations on edicts and models present in a bsp, so using lots of them (or in a larger map) can lead to needing to perform balancing acts if you want to stay under those limits.</> Scampie.
Func_details are not actually entities, despite being used like them in an editor. They are world geometry, and cut the world geometry as normal, but are not considered while calculating the PVS.
Silly Question But I Have My Reasons
#17734 posted by damage_inc on 2016/12/11 08:52:29
Is there any way I could make the Golem in Arcane Dimensions NOT fire projectiles when attacking the player?
Restrict him to melee attacks only?
Func_detail Madfox
#17735 posted by Naitelveni on 2016/12/11 22:51:26
Thanks for the reply madfox! :)
No
#17736 posted by Qmaster on 2016/12/12 02:03:48
Func_detail are not like func_wall. Func_detail can be used to seal the map. They are normal walls for all intents and purposes except compile time.
_detail Is Structural? I.e. Can Be Used To Seal?
#17737 posted by killpixel on 2016/12/12 02:11:01
are you sure?
#17738 posted by madfox on 2016/12/12 03:50:15
func_detail & void?
>.<
#17739 posted by muk on 2016/12/12 08:05:28
I started a map in Valve texture mode. It was just meant to be a little test. Now its...huge and I wanna convert it to Standard...is this possible?
Even if its hacky as hell and I need to realign textures.
#17740 posted by muk on 2016/12/12 11:34:06
Scratch the last question...
http://imgur.com/r0QLDRz
anyone have any clue why when i do the "sky" cvar in quakespasm it says my sky is "moonrise_" but it doesnt match the one in my ad/gfx/env:
http://imgur.com/2B9tWlS
#17741 posted by PuLSaR on 2016/12/12 12:28:24
your should specify the sky name in worldspawn
It's the same skybox but obscured by fog.
#17743 posted by muk on 2016/12/12 16:21:05
OTP had it. Not sure why that didnt occur to me, thanks!
Train Sound At Long Distances
I have a very long train that acts sort of like a battering ram trap in my current project. Once triggered it travels from one end of a long hall to the other. The goal is for the player to ride atop of the trap. To do this the player must backtrack through a portion of the hall to get aboard. It seems as though the sound of the train emanates from the "front" of the brush. When that portion of the train is down the hall the train is basically silent to the player. Is there I sound setting that will allow the sound of the train to travel farther? It's not the end of the world but as the player is backtracking this giant battering ram is silent.
#17745 posted by Baker on 2016/12/13 19:57:12
Sound cutoff is hardcoded into the engine.
Typically at a distance of 1000. DarkPlaces probably uses 1500.
If you change that number from 1000, some of the mappers get irritated because then you can hear thing you shouldn't be able to hear in some of their maps.
Thx Baker
I wonder then if I could put another train underneath or nearby out of view that generates the same sound. I'll have to experiment.
Yes
#17747 posted by Qmaster on 2016/12/13 22:28:50
Dummy trains should work so long as they are hidden inside a func_wall or a hollowed out wall. Are you using a particular mod? Some have support for triggered sounds or loops like hipnotic, AD, rogue, or Quoth to name a few that support it.
#17748 posted by Mugwump on 2016/12/13 22:59:42
Maybe you could try to put several train sounds, evenly distributed along the length of your train. It would avoid extra brushwork and would sound more realistic.
Qmaster no mods this time around, sadly I'm in vanilla Quake.
Mugwump - not sure I can do that as the battering ram is triggered by a button. I don't think you can trigger sounds on and off in vanilla Quake. (?)
#17750 posted by Qmaster on 2016/12/14 04:22:50
Noymthing sad about that. I think that you could have multiple trains, though might be more trouble than its worth since they don't tend to sync well and need more paths.
Invisible Brushes
#17751 posted by Naitelveni on 2016/12/14 19:10:21
how do I create invisible brushes that can be walked on? Im making some detailing on the ground and the terrain becomes dificult to walk on, so I want to create an invisible ramp so moving would be smoother.
Also I have waterfalls but the waterfall texture isnt liquid so I cant walk threw it, how do I make it so that its liquid or i can walk threw it?
Clips
#17752 posted by mjb on 2016/12/14 19:12:21
Apply the "Clip" texture to a brush to make it invisible but has collision.
For waterfalls, make them func_illusionary
#17753 posted by Naitelveni on 2016/12/14 21:16:31
thanks once again Bloughsburgh! :)
What Is Error Bsp->nummodels Is 0!
#17754 posted by Newhouse on 2016/12/14 21:16:59
what models is it talking about? I'm just trying to test my map with only neccessary things like walls, ceilings etc. I added armor and one flame there, but I still get this error message, it must mean something else then?
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