#18350
Maybe also floorskull1 as used in ad_necrokeep (don't know where it's from originally).
If A Monster Can't Teleport...
#18353 posted by hexcalk on 2017/03/19 22:46:01
Here's something that wakes up a grunt, e1m3-style.
Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtest.zip
Note: Hcmnstertest
#18354 posted by hexcalk on 2017/03/19 22:50:40
However, you can't play the level until info_player_start is in it.
Hcmnstertest (wtih Info_player_start)
#18355 posted by hexcalk on 2017/03/19 22:55:54
Alternatively, you could try this.
Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtestips.zip
But Still...
#18356 posted by hexcalk on 2017/03/19 22:59:22
...You get the "no info_player_start" nonetheless until it's fixed.
#18357 posted by hexcalk on 2017/03/19 23:04:36
I'm guilty of commenting too many times in any single thread within the span of 1 hour, but thankfully hcmnstertestips is fixed.
#18358 posted by Kim Smoltz on 2017/03/19 23:56:41
Is there any way to deal with the double line of mortar that occurs if you use brick textures on large walls due to the edges of each 64*64 texture meeting? The only thing that comes to mind is clipping one row of pixels from the texture but I was hoping there was an option in-editor for this at seems like it would be a common problem
Kim
#18359 posted by Kinn on 2017/03/20 00:06:49
Absolutely not. Quake's wad texture art cannot be procedurally modified like that, either in editor, at compile, or in-game. You'll simply have to make a new texture that just has a 1 pixel mortar line.
I'm Intrigued Though...
#18360 posted by Kinn on 2017/03/20 00:09:20
What's the problem it's causing?
#18361 posted by metlslime on 2017/03/20 00:19:38
most decent brick textures should tile properly without a double-thick mortar line.
Yah
#18362 posted by Kinn on 2017/03/20 02:08:19
I assumed you are talking about quake's stock textures. If you're just using a poorly tiled custom texture then I can see how that would be pants.
#18363 posted by Kim Smoltz on 2017/03/20 02:22:35
@Kinn
It's just an eyesore having double lines of mortar at regular intervals on brick walls, but it's a minor issue so i'll finish the map before looking into it.
Moving on, how can I include custom models in my map, I was able to modify the .fgd file for Trenchbroom and place the models but Quakespasm complains that there's no spawn function for the entities.
Kim
#18364 posted by Kinn on 2017/03/20 02:45:53
Is it a custom texture? Sorry to be a pain, but any chance you could post a screenshot?
#18365 posted by Kim Smoltz on 2017/03/20 02:56:00
#18366 posted by ericw on 2017/03/20 03:11:42
To get custom .mdl files (things like trees, etc.) in to a map, one way is to run the map under a mod like AD or Quoth. Both of these have entities (AD's misc_model and Quoth's mapobject_custom) for this.
#18367 posted by Kim Smoltz on 2017/03/20 03:16:00
So would that simply entail using the .fgd or .def file included with AD and then running the map under AD?
#18368 posted by Kim Smoltz on 2017/03/20 03:16:46
*using the .fgd or .def file included with AD with trenchbroom.
Kim
#18369 posted by Kinn on 2017/03/20 03:19:46
Ah, right - wbrick1_2 from rogue.
I've made a fixed version for you which you can download as a .wad here: https://drive.google.com/open?id=0B74rZcw0hvZpT0dOSzZCN0JlNWs
Kim Sorry, Use This One Instead...
#18370 posted by Kinn on 2017/03/20 03:28:06
#18371 posted by ericw on 2017/03/20 03:31:52
Yep, pretty much just load the AD fgd in trenchbroom, use the misc_model entity in your map, and install the .bsp in quake/ad/maps/, and load the map under AD in the engine.
You'll need to put the .mdl somewhere, and then put the path into the correct field of the misc_model entity. Normally, mdl files go in "quake/mod_name/progs" but you could also put it in "quake/ad/maps/your_map_name_XXX.mdl" which might be more tidy when it comes to distributing the map.
#18372 posted by Kim Smoltz on 2017/03/20 03:38:31
@Kinn
Thanks, having the fixed texture from the start should save me having to manually replace textures later.
@ericw
Great, that simplifies things a lot.
Building Arch Door Frames
#18373 posted by Vingal on 2017/03/20 05:03:07
Hello,
I'm a new mapper. I'm using Trenchbroom2 and I often have a problem with building frames that fits around the arch-shaped doors of Quake. I can't easily get all sides of the frame being the same thickness.
Ideally, I would like to extrude the frame from the arch-shaped door's outside faces. When I extrude, I would expect the shape to snap to a grid aligned to the surface normal that I extrude from. However, when I do that, my extruded brush aligns to the axis-aligned grid, so when I do the slanted parts of the frame, they don't have the same thickness. This makes it impossible to have a door frame with a uniform width.
The other way I found to do a uniform arch frame is to rotate brushes around the door. This way, the thickness is guaranteed to be the same but it's very restrictive on the angles chosen, error-prone and complicated.
Do you guys have any tips to help me on building arches or similar structures?
#18374 posted by PRITCHARD on 2017/03/20 05:30:50
You can rotate in smaller increments in TB by entering a value in the menu bar and using that. The Gizmo sadly always rotates by the same interval :(
I think I would have to see pictures to understand what you're trying to do when you're extruding.
#18373
#18375 posted by muk on 2017/03/20 06:14:41
http://imgur.com/a/tmtmz
Here a small tutorial i did for arches in TrenchBroom a little while back.
#18376 posted by anonymous user on 2017/03/20 06:51:38
This is an example of what I want to do (see the metal frame) :
http://imgur.com/a/1RioT
This one I did by rotating a piece around a brush with the door texture, cutting the door to fit with the frame. It doesn't give me the granularity I would like.
Ideally, I would like to be able to cut the door however I like and then extrude the frame from each outer faces of the door's brush. But that doesn't give me a frame with a uniform width (because of the snapping).
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