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.
Make Me A Knowledgeable Guy
#18580 posted by madfox on 2017/06/26 03:05:02
Volume is pretty obvious – the volume of the sound, on a scale of 0 to 1. Attenuation basically means whether or not you want the sound to be played across the whole map, or to fade out over distance from where the sound is based.
float ATTN_NONE = 0; //no sound.
float ATTN_NORM = 1; //throughout the whole level.
float ATTN_IDLE = 2; //monster idle, pain.
float ATTN_STATIC = 3; //diminish very rapidly with distance.
@orl
#18581 posted by madfox on 2017/06/26 03:11:18
put it in worldspawn.
worldspawn
"_sunlight" "100" //light intension
"light" "15" //minlight
"_sun_mangle" "227 -57 0" //surround height 0
Or
#18582 posted by madfox on 2017/06/26 03:16:19
Orl
#18583 posted by ericw on 2017/06/26 03:30:21
Sorry, the diagnostic message is misleading ("sunlight_mangle" was set to -0.126998 -0.720243 0.6681998 from commandline").. it's printing out an internal version of the mangle vector, that's different than the format it expects from the worldspawn / commandline.
Here are is the proper format from:
http://ericwa.github.io/tyrutils-ericw/doc/light.html
"_sunlight_mangle" "yaw pitch roll"
or
"_sun_mangle" "yaw pitch roll"
Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (shining straight up) to -90 (shining straight down from above). Roll has no effect, so use any value (e.g. 0). Default is straight down ("0 -90 0"). Hope that fixes it!
Ericw Is Quake's 2017 MVP!
Compiling tools and TB2 coding!
Can I get an Amen?
Madfox
#18585 posted by Orl on 2017/06/26 03:35:49
As I said, I already tried both options, from the command line and through worldspawn, and the result is the same.
Orl
#18586 posted by Qmaster on 2017/06/26 03:36:40
If you have entered compile settings in your editor options, they may be overriding your map's worldspawn parameters.
Alright, Okay
#18587 posted by Orl on 2017/06/26 03:53:39
Thank you Eric for explaining that, I see now what I have been doing wrong. It's not a lighting tool bug, it was entirely me. You would think having been mapping all these years I should have caught on to this from the start.
My embarrassing mistake was, the pitch angle was positive, not negative, so it was always shining straight up.
This is what happens when you become overly frustrated, you start to make little mistakes and begin to think its something huge.
Anyways, thank you again madfox and Eric, all is well.
'Artificial' Item Pickup Messages
#18588 posted by anonymous user on 2017/06/26 06:32:24
Is there a way in vanilla Quake to change where a message is printed to the player? The 'message' field on an entity normally prints to the middle of the screen, which is great for information about locked doors and things like that, but I'm looking for a way to make it print to the console/top left corner instead, like the ammo/armor/powerup messages.
#18588 'Artificial' Item Pickup Messages
Not without a custom progs.dat (QuakeC, probably items.qc) unless I am mistaken. 99% sure.
Well That's Disappointing
#18590 posted by anonymous user on 2017/06/26 06:51:41
Somewhat surprising as well given the amount of things that are apparently possible through various entity hacks. Thanks for the quick reply, though.
#18591 posted by Mugwump on 2017/06/26 07:39:40
What do you need this for, anyway? Centerprints don't exactly hinder view and Quakespasm also prints centerprints to the console.
1%
#18592 posted by negke on 2017/06/26 09:00:17
There is a hack. Using the ammo_touch</a> as touch function in a custom info_notnull trigger, it will print "You get the" + whatever is in the netname field in the top left corner of the screen. This will not override the pickup message of the original item, so you'd have to make sure the trigger fires after picking up the item. Additional steps may be possible to hide the original message entirely.
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