#18555 posted by ericw on 2017/06/14 20:00:26
IIRC if you launch it from the build directory without installing, there's a TB_DEV_MODE environment variable that needs to be set to tell it to find the resource (game configs, etc.) in the build folder:
TB_DEV_MODE=1 ./trenchbroom
Looks like this is an omission in the build instructions.
Quake Chars / Quake Name Maker
#18556 posted by negke on 2017/06/15 15:10:09
I tried to get some red centerprints using the Quake Name Maker script on Quake Terminus as well as some standalone tool, but all it ever displays in game is gibberish. I doubt it's a problem with the script/program, but could it be Windows 10 messes up the output somehow?
Text Color
#18557 posted by Qmaster on 2017/06/16 18:59:08
If you are trying ^1 type color callouts, they only work in Darkplaces. If you are trying the bold orange text use backslash b on either side of the text. But bold text only works on any engine other than Darkplaces.
Func_train Sound
#18558 posted by generic on 2017/06/17 00:27:41
Is it possible to stop a func_train's sound when it reaches its last path_corner?
Train Sound
#18559 posted by madfox on 2017/06/18 01:55:37
I tried several oppertunities, but I think it can only be archived with altering plats.qc.
Targeting to the same endposition only leads to a hanging sound. Killtarget won't work, and there's no killsound.
In what mod does the scuba gear appear?
#18560 posted by anonymous user on 2017/06/18 03:37:02
hipnotic
Having Items Drop To Floor / Move
#18561 posted by Giftmacher on 2017/06/18 15:12:43
What ways are there to make items move, like removing a brush under them and have them fall down or similar stuff?
#18562 posted by madfox on 2017/06/18 17:36:40
When you place ammu or health on a plat or train it will travell the same direction.
So making a thin trigger under them will move them the way you want.
I don't know if you can add a clip texture, but if it works they'll be invissible.
Quake Remake has a code to make brushes (ie boxes) move in a way you can push them. But this is qc, not the ordinairy way.
Pingu had a map where there is a squaddamage in the air. As soon as a trigger is pushed, the added brush on which it stood (also a clipped trigger_once) was killtargetted.
It took me quiet long to retrace the way he had done it.
#18563 posted by Rick on 2017/06/18 18:47:39
I've found pushing items to be the most reliable method.
Weird things can happen though.
Such as pushing items through solid walls:
http://www.celephais.net/board/view_thread.php?id=4&start=8415&end=8415
Automatically Compile Map When You Save It
#18564 posted by megaman on 2017/06/22 01:12:32
Quake 4 Ericw Tools FGD
#18565 posted by DaZ on 2017/06/24 14:12:07
Dropbox updated their sharing / linking of public files and broke the old link, gg
https://www.dropbox.com/s/lv4r7tmcspcz2gt/quake4ericwTools.fgd?dl=0
That is the latest fgd, supports phong shading and all the new sky stuff / bounce lights in the last *official* release.
For Quake, Or Quake4?
#18566 posted by megaman on 2017/06/24 15:12:15
Did Anyone Expirement
#18567 posted by megaman on 2017/06/25 02:51:00
with randomized monster spawns yet?
Try
#18568 posted by madfox on 2017/06/25 03:00:24
Quonquer, mapjam 5.
It has the option for waves of different (randomized) monsters.
hey,
so I'm new to mapping and I've got questions :)
- is there any way to block sounds? like teleporter ambience behind the wall? I can't hear it, but I shouldn't.
- is there any way to block lights from lighting your gun. For example my gun is being lit by colored light from behind the closed door, I don't want that to happen.
- is it possible to make brushes passable for projectiles, but still appear as solid geo?
thanks!
I meant 'I can hear it' regarding teleporter sounds
#18571 posted by ericw on 2017/06/25 20:48:31
for #3, func_illusionary will look solid but let everything pass through (players monsters projectiles). adding a clip brush will block players and monsters. (add a brush to the world and give it the texture "clip")
#18572 posted by madfox on 2017/06/25 20:51:33
you can('t) hear it, but you shouldn't?
You can dimm your shotgun light, but then tou'll need to alter the weapon.qc
You can use teleporting /players only, or /silent.
thanks guys! editing quake c files beyond my level of expertise, but 2 out of 3 will do :) thanks
#18574 posted by Mugwump on 2017/06/25 21:29:28
I can hear it but I shouldn't (...) my gun is being lit from behind the closed door
Would thickening the walls and doors solve the issue? Is there any doc on minimum thickness to prevent that?
#18575 posted by metlslime on 2017/06/25 22:28:46
You basically have to light around doors so that it looks good whether the door is open or closed. Alternate: for one-time doors, toggle the light on when the door opens.
#18576 posted by metlslime on 2017/06/25 22:39:17
Oh and since you might not know this -- guns (and other models) are lit based on the floor below them. So the problem you actually want to solve is what light is casting onto the floor in front of the closed door.
@metlslime dude! thanks :) worked like a charm. I made lights 'initially dark' and then linked them with the door switch. great stuff!
@Mugwump idk. google isn't very helpful when it comes to 20 yo tech with misleading terminology :)
#18578 posted by Mugwump on 2017/06/26 02:19:10
Heh, I was actually asking to the knowledgeable guys around here.
metl, great tips!
Cannot Set Sunlight Angle
#18579 posted by Orl on 2017/06/26 03:04:25
This has been happening for awhile, and I found ways around it. Now, I need it more then ever, and I cannot for the life of me figure out why this suddenly is refusing to work.
No matter what I set -sunlight_mangle to from the command line, or from the world map properties, tyrqbsp always outputs:"sunlight_mangle" was set to -0.126998 -0.720243 0.6681998 from commandline" and I get no sunlight in game. No matter what I try, that always happens. tyrlight just flat out refuses to set the sunlight angle to what I want, and it happens on every single map I compile, and I can't figure it out. I've used the latest tyrlight, the previous version, and the previous version before that, and its always the same thing. I've even used aguiRe's jury-rigged light tool and it too is giving me weird sunlight angle problems.
Does anyone have any idea why this could be happening? Ask me any additional information that you may need, I'll answer it.
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