#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.
So
#18202 posted by sevin on 2017/02/16 02:48:35
It's only possible to control lightmaps globally, and even then only in one engine?
#18203 posted by ericw on 2017/02/16 02:53:40
Quake uses lightmaps, and the luxel scale is hardcoded at 1 lightmap sample per 16 texels.
Since you can control the texture scale in your map editor, this give control over the lightmap scale as a side effect of changing the texture scale, but you can't change them independently (in vanilla quake). Skacky's map jam5 map is an example using 128x128 textures and a texture scale of 0.5 (iirc), so it has double the normal lightmap resolution: https://www.quaddicted.com/reviews/func_mapjam5.html
The flag mukor mentioned, and some others in my light tool, are more or less FTEQW-only extensions
Eric
#18204 posted by sevin on 2017/02/16 02:58:05
Thanks, that makes sense. Do you have a Steam account? I have some more questions, don't want to pollute the thread with running dialog.
#18205 posted by ericw on 2017/02/16 03:23:29
Yep, I'm just "ericw" on steam. I wouldn't worry about posting here though, since other people may have the same questions too :)
(or http://celephais.net/board/view_thread.php?id=61211&start=701 if it's about tyrutils-ericw)
Eric
#18206 posted by sevin on 2017/02/16 03:38:47
I think I added you, found an ericw with negke on the friends list.
Noise Gate / Blocker?
#18207 posted by Newhouse on 2017/02/16 03:57:01
How do you make noise gate or blocker in Quake1?
Func_walls With .001 Alpha Can Work
#18208 posted by mjb on 2017/02/16 03:58:58
Surrounding the monster...
Okay, I Will Give It A Try*
#18209 posted by Newhouse on 2017/02/16 04:00:41
#18210 posted by Newhouse on 2017/02/16 04:19:06
In this case ogres are patrolling and they keep making noises a lot, this area is suppose to be secret area and noises are kind of giving away that location. Should I try to give an extra box surround that area? That doesn't sound logical, right?
Newhouse
give them the ambush flag, they'll be silent (I think)
#18212 posted by Newhouse on 2017/02/16 08:03:39
@Shamblernaut
They have ambush flag, but since they are patrolling their chainsaw scratches the ground. Don't know is there an another flag to remove that sound effect.
#18213 posted by muk on 2017/02/16 08:08:41
If its id1, youre out of luck.
If its AD, check the "NoIdle" spawnflag.
Ogre Sounds
#18214 posted by Preach on 2017/02/16 08:25:06
Quake doesn't have any clever way to muffle a sound by building extra boxes, you can hear them if they are near enough regardless of the geometry. So we need to find a way to stop the noise being made in the first place, here are two ideas:
If ogres are on patrol, they make a sound each time they hit a path_corner. One thing you could do is make it impossible for the ogres to actually reach their first path_corner, by blocking it off with a func_wall. Once the secret area is revealed, you can delete the func_wall and the ogres' patrolling will resume.
The second idea is to change the classname of the ogres to monster_ogre_marksman. There are a few subtle (and almost surely unintentional) changes to behaviour in an ogre when you give it this classname. One of the side effects is that it doesn't make sounds when it hits a path corner, so that might sort things in a single simple change.
While typing this up, I thought up a variation of the second method, which might generalise to other monsters in an interesting way. Time for a new map hack article...
@Preach
#18215 posted by Newhouse on 2017/02/16 10:05:27
Hmm.. I tried that "monster_ogre_marksman", but it makes sounds as well. Maybe I will try out that func_wall and I remove them when player enters that area.
Ah True
#18216 posted by Preach on 2017/02/17 01:04:51
They do make the grumbling sounds still, it only spares you the chainsaw dragging sound. I guess that teleporting them into the room once it's revealed isn't an option owing to the one-time noise? What about pseudo-teleporting them with rapidly moving platforms that drop them into place from a long distance away. That could be disguised I expect...
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