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.
Better Than Whole Milk!
#18593 posted by anonymous user on 2017/06/26 09:35:53
@Mugwump
I'd had a couple ideas for making a map somewhat unique without needing its own -game switch; just small things like alternate item pickups outside of the standard gold/silver keys and ammo boxes through either stationary brush entities that are killed upon touching it or fancier, rotating brushes (cloned from a func_wall using this fantastic hack) to imitate the actual spinning keys.
@negke
That's fantastic, exactly what I was looking for! Getting rid of the 'You get the X' part of the message isn't a priority, as I would have ended up typing it in anyway; using ammo_touch as the touch field on a DIY-brush-entity makes a one-time trigger that not only gives you the message with your choice of 'X', but also plays the ammo pickup sound and screen flash. A little bit of fiddling shows that if you use key_touch instead, it allows you to use the noise field to play any (precached) sound you want instead, including the various key/armor pickup noises.
GTKRadiant 1.6.5
It says Radiant now has Quake support (I know Eric made is, I tested it) but when I download it, I can't configure it for Quake. It doesn't show up in the list of supported games and there's no separate gamepack to download because the site claims it's built in.
What gives?
#18593
#18595 posted by Mugwump on 2017/06/27 11:06:44
I fail to see how centerprints moved to the top/console would relate to alternate item pickups.
As for alt keys and rotating brushes, AD can do that so you could make your map for AD instead of vanilla.
Map Fails To Compile
#18596 posted by Kapanyo on 2017/06/27 11:39:26
So, I've been making my first map in Trenchbroom and Necro's Compiling GUI refuses to compile the map now. It gives an error message:
*** WARNING 01: No valid WAD filenames in worldmodel
Processing hull 0...
---- Brush_LoadEntity ----
371 brushes
---- CSGFaces ----
2249 brushfaces
1974 csgfaces
1791 mergedfaces
---- SolidBSP ----
126%************ ERROR ************
Didn't split the polygon (SubdivideFace)
--------------VIS---------------
---- vis / TyrUtils v0.15 ----
running with 4 threads
testlevel = 4
************ ERROR ************
Error opening eldertemple.bsp: No such file or directory
-------------LIGHT--------------
---- light / TyrUtils v0.15 ----
running with 4 threads
************ ERROR ************
Error opening eldertemple.bsp: No such file or directory
The system cannot find the file specified.
The system cannot find the file specified.
1 file(s) copied.
Any ideas?
#18597 posted by Kapanyo on 2017/06/27 11:50:26
Oh, and textures show up fine in the editor, plus the .map file does exist.
Supposedly there's a weird brush somewhere or something but how would I find it? Is that even the problem?
@18594
#18598 posted by madfox on 2017/06/27 17:31:03
For Quake1 it's better to use the earlier versions of GtkRadiant.
Version 1.4 supports Valve half life and Quake.
Version 1.5 also supports Quake.
I can only create maps in it, as the links are rather queer to make. Texture files give possibility to 2 wad files, Quakewad101 and one of your own.
It's a bit stubborn installing, but a very accurate editor.
BESTRADIANT
#18599 posted by anonymous user on 2017/06/27 17:47:47
@BESTRADIANT
Thank you!
Who did that custom build?
@Sprony
#18601 posted by ericw on 2017/06/27 18:51:14
I dropped the ball a bit, the 1.6.5 release shipped without the Q1 gamepack.
This was the game pack I prepared, just extract it in the "installs" directory with the other gamepacks and Q1 should work.
https://www.dropbox.com/s/uj8iewxy2q7ozmt/Q1Pack.zip?dl=0
@Kapanyo
Oh, and textures show up fine in the editor, plus the .map file does exist.
Supposedly there's a weird brush somewhere or something but how would I find it? Is that even the problem?
I think you may have spaces in the path to your wad that TB can handle but QBSP.exe cannot. I'm guessing here... but the wad error at the top of the log is what you should correct and then see if there are further errors.
@dumptruck_ds
#18603 posted by Kapanyo on 2017/06/27 19:03:32
I solved this (well, someone on QuakeOne did...) just now. It was because one of my brushes was weird. I can only conclude that it was something to do with the fact that I messed about with the texture scale in the wrong way.
NEW QUESTION
#18604 posted by Kapanyo on 2017/06/27 19:04:26
I have three more questions. :D
First question: How would I go about building composite lifts - I.E. lifts made up of multiple brushes (such as a main platform, a thinner pillar brush below and a CLIP brush the same width and length of the platform but lower)? Because when I tried doing it normally with multiple func_doors, some of them raised back up at different times + other oddities, presumably because of their differing volumes.
The second question is: Is there a "block light" brush? Yeah, that's it.
The third one is: how would I go about making teleporter traps? (Where enemies teleport into the level)
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