All Skip Textured For Invisibility
#18629 posted by Qmaster on 2017/06/30 01:14:13
Ledge with a func_door that pushes the item off the ledge would work.
#18630 posted by Mugwump on 2017/06/30 03:13:48
I guess maps I've see this in used func_doors
You should try studying them in TB if you can get your hands on the .map files.
#18631 posted by megaman on 2017/06/30 10:01:14
You should try studying them in TB if you can get your hands on the .map files.
You should try publishing the cure for cancer if you can get your hands on its formula.
You Should Try Improving Quoth
#18632 posted by Qmaster on 2017/06/30 14:29:50
If you can get your hands on the source qc.
Hey Some People Are Nice
#18633 posted by Qmaster on 2017/06/30 14:31:41
And do provide the source for their maps. If they only provide .rmf, you cam open in worldcraft and export as .map.
Or you could decompile the.bsp...but only in the name of figuring out their tricks! Don't be plagiarising.
Delaying Triggers? Running Stuff Successively?
#18634 posted by megaman on 2017/06/30 14:36:51
I want to do the following:
- a trap may be activated, then runs for ~10-20secs, up to 3 times
- I have one trigger_once that's activating it
- two other trigger_once in the same location that activate it as well can be enabled (spawned) from other places
However, I need to make sure that runs of the trap are successive, i.e. if it is currently running, it's supposed to run a second time after it finishes.
What's the best way to achieve this in stock id progs?
@mugwump
You should try studying them in TB if you can get your hands on the .map files.
Yep, but I'd have to remember where I saw a power-up floating like that, recall the map name, check my HD for the map source... see where I am going with this? I've played hundreds maybe thousands of maps. There's one really good example from about 2 years ago but I don't recall the name of the map. :p I experiment before posting questions for the most part.
@megaman
why 3 trigger onces and not a single trigger with two trigger relays?
Shamblernaut
#18637 posted by adib on 2017/07/01 16:36:03
Can you explain how? Because I read trigger relay documentation several times and didn`t understand yet.
#18638 posted by Qmaster on 2017/07/01 18:47:49
Trigger Once-> Trigger relays
Trigger relay....delay....target1
Trigger relay....delay....target2
Trigger relay.target3
Etc.
Use logic gates for disableable targets, see here: https://www.google.com/amp/s/tomeofpreach.wordpress.com/2017/02/14/logic-gates-for-2017/amp/
Thanks! :D
#18639 posted by adib on 2017/07/05 02:21:47
#18640 posted by Shambler on 2017/07/05 18:15:36
Having Problems With Quake Mapping [EDIT]
Posted by Denied [85.230.20.52] on 2017/07/05 15:28:44
I can't compile my map with necro's compiling gui.
These are my settings:
Source Map: E:q1mapsquake_wiseau.map
Quake Engine: E:darkplacesquakespasm-0.92.1_win64quakespasm.exe
Tools folder: E:tyrutils-0.15-win32
Working Folder: E:q1maps
Output Folder: E:darkplacesquakespasm-0.92.1_win64Id1maps
These are the errors:
Copying Files...
The file cannot be copied onto itself.
0 file(s) copied.
Converting map...
--------------QBSP--------------
'E:tyrutils-0.15-win32qbsp.exe' is not recognized as an internal or external command,
operable program or batch file.
--------------VIS---------------
'E:tyrutils-0.15-win32vis.exe' is not recognized as an internal or external command,
operable program or batch file.
-------------LIGHT--------------
'E:tyrutils-0.15-win32light.exe' is not recognized as an internal or external command,
operable program or batch file.
Det går inte att hitta filen.
Det går inte att hitta filen.
Det går inte att hitta filen.
(Swedish for "Could not find the file.")
@Denied
#18641 posted by Redfield on 2017/07/05 18:44:37
There are so many things that could be wrong here. There is obviously something wrong with the path to your executables. I am wondering if you correctly installed these. You have set up the folder as E:tyrutils... Do you have the tyrutil exes in this folder? Are they extracted or still zipped? Did you forget to put the backslash in the path name.
You must have qbsp.exe, vis.exe, and light.exe correctly installed in the path folder or nothing will work.
#Redfield
#18642 posted by damage_inc on 2017/07/05 19:00:51
I posted this in the now "closed" thread.
The forum strips out single backslashes
Ex: E:\quake\id1\maps
You have to "double" them up to get the correct path to display, hence...
E:\\quake\\id1\\maps
Since it was simply a copy and paste of the error message I assume the paths had separators.
Hrmm...
#18643 posted by damage_inc on 2017/07/05 19:04:46
Strange, I think the copy and paste of my own post in the original thread changed it somehow! Oh well.
You can verify by previewing your post before submitting.
GUI Is Good
#18644 posted by Redfield on 2017/07/05 19:26:53
I used the GUI to make compiling my first map quick and easy. I'm not sure what is going on with this case. Assuming the backslash issue is not a problem, I'm going to guess by Ockham's razor that the executables aren't even installed in the folder, or there is some kind of typo.
#18645 posted by Mugwump on 2017/07/06 07:14:17
Maybe there's something wrong here?
Output Folder: E:darkplacesquakespasm-0.92.1_win64Id1maps
Having both DP and QS in the same path seems odd to me.
#18647 posted by lpowell on 2017/07/07 07:28:29
How do you get lights to face upside down or sideways like in Digs' SM177 entry?
@lpowell
#18648 posted by anonymous user on 2017/07/07 08:00:16
set "angles" "0 0 0"
Speaking Of Lights
#18649 posted by anonymous user on 2017/07/07 13:57:37
Am I somehow messing something up, or do light entities with negative light values assigned not work at all when also given a targetname (to make them toggleable)?
That's Normal.
#18650 posted by Spike on 2017/07/08 00:43:43
different targetname = different lightstyle = different lightmap = lighting gets clamped and the negatives are ignored.
so yeah, negative lights only really work if you're not using switched/animated lights nearby, on account of the bsp format itself not supporting it.
#18648
#18651 posted by lpowell on 2017/07/08 01:07:16
Thanks for the tip!
Actually, setting the key that way still makes a right-side-up light, but I figured the three numbers correspond to x-y-z axis rotations. That was exactly what I needed. Cool!
You Can Also
#18652 posted by Qmaster on 2017/07/08 04:33:09
Set the target of a light to be the targetname of an object that you want the light to point to, such as an info_null. I think that's what info_nulls are for actually.
#18653 posted by Mugwump on 2017/07/08 21:37:56
Yeah, I used some info_nulls with spotlights in my first test map.
|