#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?
Newhouse
#17755 posted by ericw on 2016/12/14 21:32:29
The first model in a .bsp is the world, subsequent ones are func_ entities like doors, etc.
So the error means there is no world.. it's coming from my light tool right? I don't know but either you have no brushes in the map, or it's a tool bug.
Newhouse
Do you have an info_player_start?
Noob Question XD
#17757 posted by Naitelveni on 2016/12/15 00:29:31
Hey, im almost at the end of my map, how do i add an exit?
Trigger_changelevel
#17758 posted by skacky on 2016/12/15 00:33:21
#17759 posted by Naitelveni on 2016/12/15 00:39:28
dude, i did that and nothing happened!
#17760 posted by skacky on 2016/12/15 00:43:48
You need to point a map with the "map" key, such as start if you want your level exit to send you to start.bsp.
#17761 posted by Naitelveni on 2016/12/15 00:50:32
ok, im now compiling, it will take me 10 minutes to compile, you wanna try it? im gonna tweak some stuff, like adding more monsters and maybe one more arena fight and clipping brushes, and illusionary brushes... but its at a point where its actually playable.
Naitelveni
you wanna try it?
Take a screenshot and upload both the screenshot and the bsp to quaketastic, and post the links in the Screenshots & Betas thread (just underneath the Mapping Help thread): if you look at the top of that thread you'll see:
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
Then some people are sure to try it. :)
Shadows Of Our Forgotten Ancestors
#17763 posted by Naitelveni on 2016/12/15 01:18:45
Hi everyone! So im at a point where im ready to take feedback from the community. This is my first map for quake.
My background on level design is minimal, I did 4 levels for Doom 2 and decided the engine was too primitive for what i was aiming for. Once i saw Arcane dimensions i started to watch Custom Gamer on youtube and got insired by all the cool levels. And here I am now.
You will need to place an arcane dimensions skybox into your
ID1/GFX/env folder:
moonhigh_bk.tga
moonhigh_dn.tga
moonhigh_ft.tga
moonhigh_rt.tga
moonhigh_up.tga
there are custom textures i have used on this map and i hope everything works as it should!
DOWNLOAD:
http://www.mediafire.com/file/y5y10njokoh49c8/soofa.bsp
P.S. this is not the final release.
Total Noobie
#17764 posted by Naitelveni on 2016/12/15 01:20:48
shit sry, I will post it there now. the message came up while i was writing my message. :/
@ericw, @dumptruck_ds
#17765 posted by Newhouse on 2016/12/15 02:12:41
Though I Copied Everything And Made New Map, Then Compiling Worked.
#17766 posted by Newhouse on 2016/12/15 02:19:00
@Naitelveni
#17767 posted by khreathor on 2016/12/15 02:20:47
Map is nice. Visually pleasant, a little bit oldschool vibe, which is not bad of course. I played on nightmare, idk if you have set skill levels.
Problem is it's empty at the beginning. Just running in empty rooms with few enemies. After blue key it's getting much better.
You should mix more enemies though, to get better diversity. Now it's mostly knights and scrags + few ogres. Ambushes are fun, but as I said, mix enemies. Now for example you have ambush of scrags only :D
Pickups need more balance too. I prefer more pickups and more enemies. Now you have areas with small amount of health and areas where you have lots of health. Maybe place some mega health in this empty rooms?
You have a small "leak" near the bolt gun. Just visual bug.
Secret with the red armor can kill you. It has trigger_hurt (or other something) standing out from the ground at the end of the "room".
ps.
Quad was a nice touch, but give me more diverse ambushes! Think how enemies can benefit from each other, to make players life harder.
Good Job!
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