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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Not A Lawyer, However: 
I'm pretty sure the sources were GPL'd and not the assets. Unless you're remodelling the whole thing from scratch, you can't use so much as a frame. 
..interesting 
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work
By the way why nobody tries to do TC's anymore since gpl license let you even sell them ? 
 
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work

Make new, better models. Old ones are ok, but for example UVs are garbage, wastes a lot of space.

By the way why nobody tries to do TC's anymore since gpl license let you even sell them ?
Laziness... ;D
Making TC is like making a new game. idTech 2 is quite outdated and has few annoying downsides, so I guess people prefer to work on their project with newer engines, especially when engines like Unity/Unreal are widely available. 
The Only Positive To Using Idtech2 
Would be if you were already familiar with it and wanted to develop in an iterative manner, replacing what you needed to as you got to it.

... And having said that there are probably still better options out there for this. 
Lightmapped Water 
hey guys... what's the current state of lit water? engines that support it? main branches of compilers that do? 
Item_key1 
How do I turn the key into a rune key?
I don't know the spawnflag or key name. 
 
"worldtype" "1" in worldspawn

(there's also "2" for base keys: https://quakewiki.org/wiki/worldspawn
Worldtype 
Change Worldtype key to value 1 (Metal/Runic) from World Spawn. 
Which Ambient Sound Change In Different Worldtypes? 
As the QuakeWiki says that it's not only for the purpose of changing key models.
Thanks anyways for that info. 
It Only Affects Keys And Doors 
Different key models and pickup sounds, and the sounds/touch messages of key doors. 
Sorry One Last Question.. 
When creating my own monsters/animations in QME do I have to maintain all references, names/numbers of frames, numbers of vertices/objects or else QC will go mad and possibly won't load ?(!)
thank 
#18465 
If you want to use original progs, then you'll have to keep same frames as original models, because reading frames into animations is hardcoded in QC.

So for example if run is on frame1-frame10, you'll have to make new run animation in this range. 
I'm Back, Hello Mappers 
My Quake forever proyect is back. It was forgotten long time for the exams, music, video proyects, searching my center. My biggest trouble is fix the leaks, point file, glitches.

I'm using TB 2.0 version and I really need your help guys to fix my maps, I have the leak .pts file generated from the qbsp in my directory, but I don't know were to put the reached occupant in TB 2.0 (-1248 64 -24 supposedly). In the old TB I remember I can put the coordinates of the leak and automatly select the object coincident. How I do it in TB 2.0? 
...And How I Add Light To A Plat, Button, Door? 
 
Add Light To Entity 
�Select entity you want to add light to (Any entity!).
�Add key|value pair of light|200
�Compile

(Note that these lights don't move, so while you can add light to a monster or door, the light won't go with it when it moves (for that use an effect)) 
#18470 
Why on earth would you add light properties to some arbitrary entity when you can just make a light entity in the place where you need the light (which makes what's going on clearer in the editor)...?

Is there any trick/benefit here that I'm missing? 
Related Point... 
(assuming tyrutils-ericw used) you can add the "_minlight" key to a brush model to give the model a uniform base light level, but adding the "light" key just makes it act like a regular light (right?) and because that light will be emitted from the model origin, it is unlikely to light the brush model in a way that you'd like. 
Adding Light 
To powerups and weapons can make it easier to light instead of having a hard-to-select light on top of the item.

Otherwise, ya put in a normal light. 
Light On Non-lights 
I'm sure that once upon a time light tools would only look at the lighting keys from entities whose classname began with "light". Has that changed?

I'd be glad if it has changed, as it's really helpful for mapobjects in two ways: firstly you can create a custom torch model etc and have it emit light just like a normal torch. I was considering adding a classname "light_mapobject_custom" to Quoth to work around it.

Secondly: for mapobjects which aren't obviously lights, a tight spotlight pointing straight down can be used to finely control the light levels of the model (perhaps with negative light if it's too bright). Adding the keys directly to the mapobject entity would make this trick a bit simpler and more robust. 
#18474 
A good post. 
#18475 
A well put posted post. 
Light Key Support 
I got the idea for lights on weapons from id, e4m6 or 7 I think.

I thought all compilers supported this? 
Just Wanted To Know... 
can water brushes be a door, platform or train? How about changing water levels like in OoT? The only design flaws were the obviously broken boot-change mechanic and the sometimes not so obvious hints to a puzzle, otherwise it stands as one of the best dungeons of the game. 
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