#18177 posted by PRITCHARD on 2017/01/31 03:21:59
I ended up fixing my issue by making the fence texture into its own door entity, rather than including it in the door itself.
#18178 posted by schnedwob on 2017/01/31 07:49:54
Hey guys- I'm sure this is one of the dumbest kinda questions, but I can't for the life of me seem to figure it out. I'm messing around with the play_sound_triggered entity in Quakespasm, and I feel like at one point I was able to kill the entity via trigger, but for whatever reason I can't now. Is there a way to stop a sound from playing, or am I just totally mis-remembering things?
Sevin
Thank you! I will look for a VHE 3.3+ reference manual.
Yeah, I'm from Mapcore but I'm a writer/director, not a designer. It's just that you guys keep making these awesome maps so I want to give it a go.
I only have experience with GTKRadiant 1.4
Sprony
#18180 posted by sevin on 2017/01/31 16:39:03
Why not use a Radiant editor then? There are several Radiant-based editors you can use with Quake. I believe this custom NetRadiant is the most up-to-date at the moment.
You Could Also Just Keep Using GTKRadiant
#18181 posted by sevin on 2017/01/31 16:41:12
Sevin
Yes, thank you. I'm aware of that. However, I specifically picked this editor because it's supposed to be a lot like Hammer. So, if I like editing and I wish to pursue it more, it would be an easier transition then with another editor, since Hammer is still being used in (modern) games.
Fair Enough
#18183 posted by sevin on 2017/01/31 22:49:42
I quite like JACK, I think you'll find it easy enough to pick it up.
@SpronyvanJohnson
#18184 posted by damage_inc on 2017/01/31 23:29:01
I assume you are aware of Help>Command List... from the menu in JACK?
Brick Texture Wad
#18185 posted by brassbite on 2017/02/01 20:04:17
When I visited Bremen last year, I photographed many brickwalls because I wanted to make some textures for quake. I talked about it in the inpiration thread and khreathor showed interest.
Here's a dropbox link for some samples:
https://www.dropbox.com/s/1x338wm7glu9wpe/Bricks.zip?dl=0
I've still got a few others in store...
Brassbite
#18186 posted by khreathor on 2017/02/02 06:03:13
I did one texture from DSC01759.JPG, because it was the worst "scenario", from what you have provided. I'm working on a tutorial, should be ready tomorrow.
Bricks
as WAD
in-game screenshot
I haven't fixed all flaws in this texture. Bricks are too wide and white mortar doesn't look good. From my experience bright colors don't work well in Quake.
But you'll be able to fix this.
Ok, Thanks For That
#18187 posted by brassbite on 2017/02/02 06:20:25
That one was the worst szenario because the shot is from an angle, am I right? Or was the colour the problem?
When this is 'finished' I should upload it to Quaddicted.
Compiler Doesn't Draw Part Of The Face
#18188 posted by Kres on 2017/02/05 16:41:40
Screenshot from the game: http://i.imgur.com/5EnM15i.png
The gray rectangle is a nodraw texture, you can see other parts of level through it. But it's a part of 1 brush which looks in the editor like this: http://i.imgur.com/4jL0oCS.png
How can quake make 1 face with two different textures, and how to fix it?
#18188
#18189 posted by Kinn on 2017/02/05 16:50:45
That's actually just a good old-fashioned HOM ("hall of mirrors") glitch, which qbsp will occasionally shart out for no obvious reason.
The "fix" is to try rearranging your brushes in an attempt to make qbsp chop them up in a different way.
Or
#18190 posted by Orl on 2017/02/05 19:06:17
Alternatively, turn the troubled brush it into a func_wall or some other entity. Of course, that might also lead to a leak if the brush is touching the void.
About Map Hacks
#18191 posted by Newhouse on 2017/02/13 18:34:06
Hey, if anybody knows where to look at existing map hacks, if those are documented?
In case of vanilla quake, I wish I could make triggers be active after certain events, like the area you once passed through but now it has triggers that activates certain things.
#18192 posted by Newhouse on 2017/02/13 18:36:44
Sorry I might have been too busy reading these, I guess Dormant triggers is what I'm looking for.
https://quakewiki.org/wiki/Map_based_hacks
Also NewHouse
#18193 posted by mjb on 2017/02/13 18:38:56
#18194 posted by metlslime on 2017/02/13 18:48:59
There's also a thread on this board called "Teaching Old Progs.dat New Tricks."
#18195 posted by Newhouse on 2017/02/13 19:13:34
Thank you~
It seems like it has all the existing hacks? Is all working hacks going to get there, which are discussed on that thread "Teaching Old Progs.dat New Tricks"? don't know why but it seems to be pretty busy thread in overall.
#18196 posted by Rick on 2017/02/14 16:46:53
Logic gate triggers using spikeshooters are the classic way of having "triggered" triggers. I've used them several times with no problem. They do require extra entities and models to implement.
#18197 posted by Kinn on 2017/02/14 17:03:12
And the idea of doing it with spikeshooters looks even more terrible when you can just use the neat solution linked in post #18192
#18198 posted by Rick on 2017/02/14 18:19:20
I had at least one version of a Radiant based editor that didn't get along well with the brush based info_notnull method, but other than that it has worked fine for me.
Noob Question
#18199 posted by sevin on 2017/02/16 01:57:46
Quake uses lightmaps, correct? Is it not possible to edit the luxel density?
#18200 posted by muk on 2017/02/16 02:10:57
"_lightmap_scale" "n"
Forces all surfaces+submodels to use this specific lightmap scale. Removes "LMSHIFT" field.
I believe this is what you're looking for? its in tyrutils-ericw.
#18200
#18201 posted by Spike on 2017/02/16 02:28:00
requires engine support too.
and by that, I mean it only works with fteqw.
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