Making Func_train Work Like Door
#18115 posted by Newhouse on 2017/01/20 12:02:23
After some testing it seems like I can use trigger_once, disable it and then reset it when needed. Since func_train door has only two states: open / closed, triggering that same trigger_once in a right moment makes it behave like doors, by that mean they open again.
Func_train Door Can Work Just Like A Normal Door.
#18116 posted by damage_inc on 2017/01/20 13:25:47
Without extra triggers/complications.
In the example map I posted in #18110, all you need to do is give path corner 2(p2) a wait value(wait at corner) that you want.
Ex: Giving it a wait value of 4 would be 4 seconds before it closed.
I gave both path corners a -1 wait value just to demonstrate the functionality in a controlled way.
#18117 posted by Newhouse on 2017/01/20 14:22:57
There is no problem with wait atm.
All I need to know atm is how do you change path_corner state from forward to alt forward? I use Corner Event to set active trigger again to check if player is near the door still.
AD Scripting
#18118 posted by Newhouse on 2017/01/20 14:26:15
Better question, how do you make it change path_corner's state only when trigger_once calls it?
AD Socks
#18119 posted by mjb on 2017/01/20 14:39:30
It might be best to send an e-mail to Sock himself if you do not find your answers. I can't think of a test map that uses the corner events but it is described in detail in the AD readme.
*sighs
#18120 posted by damage_inc on 2017/01/20 14:45:42
I tried but I don't know what you want anymore :(
A door has an open position and a closed position, thus, using a func_train as a door requires two path corners. The door targets the first path corner... then the first path corner targets(target of forward route) the second path corner with the second targeting the first. So they loop.
I can't envision what you want since that is a door. It can be toggled or close automatically same as any door. Using standard triggers or buttons targeting the door.
Either way, hope you get it sorted out.
#18121 posted by Newhouse on 2017/01/20 16:16:27
Thank you for helping me. I will try to understand what readme tells me, before I bother Sock too much.
Here is picture to help you visualize what I'm trying to do:
https://drive.google.com/file/d/0BwxYkKdSD855UWF5bVpRUm90NWc/view?usp=sharing
Targetnames
#18122 posted by negke on 2017/01/22 18:14:03
Seems back in the day people tried to keep targetnames short. There even is a switch in some light tool to shorten the names after compiling. What's the reason for that? Did old engines have issues with long strings or was it memory consideration?
Help With Skybox And Music
#18123 posted by brassbite on 2017/01/22 18:17:56
So I recently started fiddeling with trenchbroom.
I figured most of the stuff but I dont know how to do skyboxes.
My other request is to find out how to make a certain music track play.
Thank you in advance.
Ps.: I've just set up an amazing double helix staircase and cannot wait to show it off.
@brassbite
#18124 posted by Newhouse on 2017/01/22 19:03:41
Skyboxes
In TB, when you add some texture wads to your texture collection menu. Some wads has simple skybox textures, their name starts with sky it seems: something like sky1, sky_stars etc.
You can place brushes with those textures, and they will work as a sky. What I know, you can only have one sky texture.
Music
when you click whatever normal brush, you will have keys listed on your right side window. Search through them and find the key "message". Type number on empty textfield near it and it corresponds the track number.
"sounds" not "message".
To use a skybox instead of a sky texture, specify the skybox name in the "sky" field in worldspawn (same entity as where you specify music)
Sorry, Message Is For Map Name
#18126 posted by Newhouse on 2017/01/22 19:24:10
#18127 posted by Newhouse on 2017/01/22 19:26:07
Why would you use sky field in worldspawn, if you need to seal map anyway?
#18128 posted by muk on 2017/01/22 19:47:00
Lolwut
Newhouse, You Still Seal It As Per Normal.
The texture given in the sky field replaces whatever sky texture you use in your map for the skybox. It won't draw sky on void areas if that's what you thought it did.
correction for clarity:
replaces whatever sky texture you use in your map for the skybox
replaces whatever sky texture you use in your map with the skybox
That Surely Helps A Lot.
#18131 posted by Newhouse on 2017/01/22 20:29:21
Not much, but surely might be useful if you get bored of your current skybox.
Brassbite
#18132 posted by topher on 2017/01/22 23:31:11
something like this?
but with better scale, bigger and more spaced, i suppose. this shit i made it in fifteen minutes and it's too cramped.
http://imgur.com/a/yQ9Fv
also, look in the entity inspector:
key 'sounds' value '07'. that reproduces track07 music in-game.
#18133 posted by Rick on 2017/01/23 10:18:26
AD QC - FTEQCC?
#18134 posted by narcaloid on 2017/01/23 19:20:23
Hi all, i'd like to fiddle around the Arcane Dimensions QC - what's the best / most recent compiler - is it FTEQCC?
Edit
#18135 posted by narcaloid on 2017/01/23 19:21:21
and...just as I posted that I notice that FTEQCC is credited in the AD readme - I guess I just answered my own question then?
Thanks Anyways
#18136 posted by brassbite on 2017/01/23 19:42:16
I found a video about skyboxes https://youtube.com/watch?v=aB3vgFVV_Ac
The reason I want to have them in my maps is simply because they're the up to date solution of showing sky in outdoor areas. On the other hand I dont want to use default sky textures.
-End of rant-
@brassbite, A Little More Detail
#18137 posted by damage_inc on 2017/01/23 23:20:44
Skyboxes consist of 6 textures(think of a cube) which represent back, down, front, left, right and up.
These are stored in
<your Quake directory>/id1/gfx/env
OR
<your Quake directory>/<your MOD directory>/gfx/env
Usually they are named like this as an example:
gehenna_bk.tga
gehenna_dn.tga
gehenna_ft.tga
gehenna_lf.tga
gehenna_rt.tga
gehenna_up.tga
The last two characters(bk, dn, ft, lf, rt and up) in the name before the extension(.tga) denotes where they are to be placed in game.
When assigning a custom skybox texture you ignore the last two characters as the game engine expects those.
So, if in the console using Quakespasm you typed: sky gehenna_ Quakespasm would load those textures I listed above.
In Darkplaces it's loadsky gehenna_
And... in your editor, in the worldspawn key for "sky", you would put "gehenna_" for it's value.
I don't use TB but it ws posted above how to do that.
Now, anywhere in the editor where you assign ANY normal sky texture(you have to do this), in game it will be replaced with your custom skybox.
Noting that, depending on the orientation of the surface you assigned the normal sky texture to, would dictate which skybox texture would be drawn. Again, think of the skybox as a cube surrounding your level.
hth's
@brassbite
In case you haven't seen this site - you can make you're own randomized skybox: pretty cool - although I always stick to "retro" skies. Just my preference.
http://wwwtyro.github.io/space-3d/#animationSpeed=1&fov=80&nebulae=true&pointStars=true&resolution=1024&seed=58l9983tau4g&stars=true&sun=true
#18139 posted by hasan on 2017/01/24 18:24:20
how to change from .dfx to .bsp
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