#18493 posted by anonymous user on 2017/05/19 20:17:15
@Bloughsburgh
I've read a number of articles on that site regarding logic gates in Quake, and the implementation seems solid, even if reading it tends to make me go glassy-eyed after a bit- however the issue here isn't making something (call it Thing A) only usable after the player does something else, it's making Thing A not be apparent or interactive to the player in the first place until they do something else.
Think of it like walking down a hallway, doing something at the end of the hallway, then on the way back a message appears telling the player something by way of a trigger_once that now exists in the hall. In this case the trigger_once is Thing A. I know you could make that message appear easily by use of an automatic delay once the player accomplishes whatever's at the end of the hall, but you won't be able to dictate exactly where they are when the message comes through.
I hope I'm making sense, it's hard to put this type of thing into words and I am not good with computer.
@ericw
Arcane Dimensions is actually the exact mod that made me start thinking about this- specifically, the keycards in Crucial Error and tomes in Bogbottom that don't appear at all until you've already been someplace else and triggered whatever causes them to appear. I know AD has heaps of new features like that but I was looking for something that works in vanilla Quake, in a single .bsp without requiring a -game switch or any additional codebase used.
Hmm
#18494 posted by mjb on 2017/05/19 20:29:17
Walking down the hallway and in the middle is an inactive trigger and on the way back that trigger is now active and will provide a message?
That's a logic gate to me.
Now if you want that now active trigger to make something appear that isn't an item? I could be over complicating things but you could do something like have it lower from an invisible func_door in the ceiling being targeted by that previous inactive trigger or thing A haha.
It's confusing to be sure.
Mid Map Spawning
#18495 posted by Preach on 2017/05/19 20:34:38
People always link to the logic gate one but that's massively overkill a lot of the time. They mean to link to this tutorial:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
Important editorial note, this tutorial includes a prank! The first example of spawning an ogre doesn't work, it just crashes your map. Perhaps I should have started with an example that works, then moved on to one that doesn't, oh well. The point is that you can delay spawn a trigger using the method in this article, which does exactly what you need for your hallway example.
This works for a variety of entities, but triggers are certainly the best case. Monsters don't work, but you can use teleporters there. If you try this trick on a particular entity and it doesn't work, just say and I'll see if I can find a trick...
@preach Is The Man
Thanks. I hope the original poster is able to use this. I will try it out too.
The Man Indeed!
#18497 posted by anonymous user on 2017/05/20 01:23:51
The method in that article is dead simple and works perfectly, thanks a ton! Haven't experimented with many other entity types yet but it works fine for the hallway example from above- I cobbled together a quick example map (.bsp and .map included) for anyone browsing in the future who can't quite figure it out.
#18498 posted by PRITCHARD on 2017/05/20 09:19:55
When I'm distributing my map, is it alright to include my own folder that becomes part of the mod the map is for?
My map uses AD, but I have a small set of custom models I need to include with my map. To keep things organized, right now I have them stored in a separate folder from where models are usually stored in AD (progs/), which is simply named "pritchard".
Is this the right way to include custom models with my map?
Yes
In fact it's the correct way of avoiding any filename conflicts.
Right Otp
#18500 posted by mfx on 2017/05/20 21:58:21
All you want is to avoid any conflicts between assets.
Do follow these simple guidelines.
/progs/ is for .mdl and .mdl only!
/maps/your_folder_here/ is for anything .bsp.
For example all breakable rubble models you make should go into maps/your_folder_here/ (if they are bsp, but i assume nobody makes rubble .mdls these days)
Bsp models are the easier way to have external custom content.
Darkplaces And Trenchbroom
#18501 posted by Pectabyte on 2017/05/20 23:54:10
Hey guys!
Long time Quake fan, first time poster. I've been playing a lot of Darkplaces Mod for Q1 recently and decided to look into mapping for it. I'm familiar with GTKRadiant as I used to make Jedi Knight 2 and Quake 3 maps but after some googling I found Trenbroom and decided I wanted to use it.
Is it possible to use Trenchbroom to make levels for Quake 1 Darkplaces? I can't find a tutorial on how to setup Trenchbroom to do it. Does anyone have one? I keep getting the error "cannot find: (filepath)"
#18502 posted by Baker on 2017/05/21 06:36:57
Ericw Surface Light Prefab?
#18503 posted by megaman on 2017/05/27 19:52:18
Does somebody have a prefab map that predefines all surface lights as light entities for ericw's light?
Re:surface Lights
#18504 posted by megaman on 2017/05/27 19:58:16
Is it normal that they're very bright with very low light values?
E.g. I use -surflight_subdivide 8 -bounce 4 and light=2 is already kinda bright
#18505 posted by ericw on 2017/05/27 20:11:56
I don't have an example map handy, but the surface lights feature is pretty dumb (was one of the first things I wrote when learning lighting). it's just automated copy/paste of the template entity, and with "-surflight_subdivide 8" they'll be duplicated every 8x8 units, which will create a ton of lights. There's no scaling of brightness to compensate for the subdivision size.
Megaman
Unless ericw has changed it, bounce values above 1 do nothing. It's binary, on or off.
Im Back!
#18507 posted by Bullitt93 on 2017/05/28 07:09:44
Hows everyone doing? I'm back this time i bought Quake 3 from steam, downloaded it and gtkradiant and now when i try to make a map it shows "shader image missing" on 99% of the textures? Can anyone please help????!
@ #18507
#18508 posted by Redfield on 2017/05/30 09:20:32
Have you specified the correct path-name for the location of the shaders? Check this link: https://jkhub.org/topic/2800-shader-image-missing/
Otherwise I have no idea, might have better luck on a Q3 dedicated or Radiant forum.
Redfield
A Good Old Hipnotic Rotator Question.
#18509 posted by Redfield on 2017/05/30 09:28:08
Hi everyone, there is a lot of information about rotating brushes available, but its a complex thing depending on what one is building. I haven't been able to find anything concrete.
I have built a rotating bridge in a map for Arcane Dimensions using the standard Hipnotic entities with A.D. The bridge works fine, is lit, and has collision, the problem is the bridge is so large I have to use "a million" func_movewalls for the collision.
I found a post by Preach hinting that you can use Hipnotic rotation and add "solid" to the shell without using func_movewalls. I have no idea what this means or if its possible without changing the code. As it is, the bridge works fine I'm just wondering if someone can help me simplify the func_movewalls issue.
Thanks, Redfield
@ #18507
Just a stab in the dark here but have you un-pak'd the textures?
Another possible helpful link: https://ws.q3df.org/level_design/editors/
Redfield
#18511 posted by negke on 2017/05/30 20:25:52
I think that's the very reason the Hipnotic rotation code is considered such as massive hack and extremely awkward to use.
No idea what Preach said or hinted at, nor what your bridge looks like and how it's supposed to work, but just to throw in a random idea for a workaround: perhaps you could block the player from crossing the bridge until the rotation has finished? And only use the movewalls for the floor parts and spawn an invisible func_wall afterwards to make sure everything clips correctly once the bridge is in its final position?
On Rotate_object
#18512 posted by Qmaster on 2017/05/30 22:31:31
Give key of "solid" and value of "4".
Don't know what will happen once it rotates but good luck.
#18513 posted by Spike on 2017/05/31 00:06:26
support for rotating SOLID_BSP entities depends upon the engine in question.
hipnotic rotation is a massive hack because it works around the engine not supporting rotation for physics, and that it does so by using so many entities.
unfortunately many engines still do not offer a better alternative, and frankly, hull size limitations will always be an issue with true rotation anyway.
#18514 posted by PRITCHARD on 2017/05/31 03:05:05
Players can walk across moderately sized gaps without incident, can't they? Depending on who will be using your bridge, perhaps you could just chop bits out of your func_movewall hell to reduce the entity count. Be careful, as the gaps will have to be conservative, and if monsters need to cross while it's in motion it probably won't work very well.
You could also incorporate the latter part of negke's suggestion into this to make it work better when it's stationary.
Its Coming Together...
#18515 posted by Redfield on 2017/05/31 10:24:53
Thanks for the tips everyone. I did make some adjustments to the func_movewalls and now there is less of them and it works more fluidly. The problem was they weren't square brushes along the axis of rotation and so were being displaced in one direction or the other. I made them the same length and width and now they move more fluidly with the rotate_object.
I made a cheesy video of it that can be seen here: https://www.youtube.com/watch?v=uWMlfJ4cFfQ The movewalls are made visible in the video. If anyone wants to take a look and give some suggestions I'd appreciate it.
I did try adding a solid key with value 4. It had no effect I could see. The brushes were non solid and I couldn't walk on the bridge. I could also try negke's suggestion and simply have some func_walls that are invisible and toggle based on the switch, but as it is the movewalls are doing an ok job.
This was a real puzzle. I initially had the func_movewalls as a grouped entity and nothing worked. It drove me nuts trying to figure out what was wrong.
Cool
#18516 posted by Qmaster on 2017/05/31 18:27:30
I was picturing a drawbridge but that is even better.
It's Kind Of Like The End Of Episode 2.
#18517 posted by brassbite on 2017/05/31 22:09:57
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