Splash Sounds
#18711 posted by mjb on 2017/07/21 15:54:12
Going to ask this in a few places for exposure.
This is regarding Quoth mod specifically.
Any possible way to make it so info_rubble debris does NOT make a splash sound when falling into liquid? This is for a deep body of liquid so func_illusionary won't work in this case.
You can mute sounds from info_rubble and I have done that but splash sounds are still present.
Thanks!
@Bloughsburgh
I'm sure you thought of this but... I would use "play_triggered_sound" entities and point to the proper breaking rubble sounds in the pak. Then use use "misc/null.wav" in the noise fields to silence the info_rubble defaults.
#18711
#18713 posted by Spike on 2017/07/21 16:41:35
certain movetypes ALWAYS play a sound when transitioning into/out of liquids. There's nothing QC can do about that in eg QS - the only universal way to 'fix' it is to replace sound/misc/h2ohit.wav with a null sample.
DP/FTE have an sv_sound_watersplash cvar that you can set to an empty string to prevent those two engines from playing the sound, or mods can define a stub .contentstransition function to inhibit it on a per-entity basis (like SUB_Null, but unfortunately that needs to be done on the gibs themselves rather than only the spawner, so you probably can't do that in the map).
This is a long standing issue that's appeared in numerous 3rd-party readmes since quake was released...
Spike
#18714 posted by mjb on 2017/07/21 17:00:31
Thanks for the technical response I figured it was in that deep haha.
I was either looking for: Yes, you can or you can't so I am satisfied, I'll cut my losses and make best of what I have already created. Also thank you for the response dumptruck but the splash sounds would still occur with this method! :O
Thanks!
Is it possible to achieve coloured lighting within Quakespasm?
@thepalelotus
Yes. The engine will recognize the .lit format. But you need to compile with a light.exe that exports an .lit file.
More info here:
http://ericwa.github.io/tyrutils-ericw/doc/light.html
and...
each light entity in the map has to be given a key called "_color" with a value of its RGB components, so white light would become "255 255 255", red light would be "255 0 0" and so on.
What editor are you using? Most should have color support built in.
Good, I already use those tools and I probably should have spent more time looking myself. Thank you!
I'm use Jackhammer.
using* silly phone autocorrect.
Negke
#18719 posted by Preach on 2017/07/22 08:09:56
Drop me an e-mail with your map and I can try to find a fix. I've had to debug progs issues that were causing an overflow, but not create map hacks that do it. So I don't have standing advice for how to do it, but I have some ideas to try out...
Marksurfaces
#18720 posted by ericw on 2017/07/22 22:41:19
At a quick look at the winquake source code, there is no limit on marksurfaces beyond BSP format (65536) and heap size.
Sorry, ignore that comment..
https://github.com/id-Software/Quake/blob/master/WinQuake/model.c#L1035
vanilla winquake would break when there are more than 32767, since it's treating them as signed 16-bit.
#18721 posted by negke on 2017/07/23 01:06:07
Well, it is (or appears to be) possible to exceed the limit somewhat. Not sure the way I tested it is an entirely reliable indicator, but loading the map in deathmatch mode (to bypass edicts and buffer issues) worked just fine, actually even up to around 37k marksurfaces - although this does seem suspicious, I admit.
Func_wall'ing (or, I guess, new-detail-ericw'ing) proved the best way to lower marksurfaces so far... if it wasn't for the buffer thing. Rebb gave me a few good tips for additional or alternative improvement: maxnodesize 8192 can shave off some 500 marksurfaces, and if I was to give up on Winquake support entirely, increasing texture subdivision could lower it considerably to the point of not needing and func_walls at all. Although I have no idea how this would affect old GLquake and other ports.
Marksurfs
#18722 posted by Spike on 2017/07/23 03:23:54
vanilla glquake cheats when drawing submodels.
so yes, you can exceed the 32k limit but ONLY if the world model itself is still under.
Note that any liquid leafs that contain the buggy range them will crash (or at least write out of bounds), but luckily qbsp doesn't normally generate those anyway.
or just get everyone to use one of the numerous engines that interpret things as unsigned. its not like its just one or two.
http://imgur.com/a/qN587
I'm using Quakespasm and testing textures and some of them want to appear like this, does anyone know why!?
#18724 posted by Mugwump on 2017/07/24 05:50:39
It seems the texture has a color that is used as fullbright in the Quake palette.
That was the exact problem, thanks!
TrenchBroom Rotation
#18726 posted by pplthot on 2017/07/24 19:30:50
Is there a way to make the rotation tool not lock to 15 degree intervals?
Also I can not understand how this forum works. Are all these posts in the same thread? It's visually very confusing.
@pplthot
I have the mac version of RC4 here at work. In that version you can select the number of degrees in the box and type in the increment you want.
@ppthot
Uhg sorry for the double post.
The forum takes some getting used to. I like it a lot but it took a while and when search was added this forum became a goldmine for mapping info. Use Search!
Also Forum should be your starting point (the forum link is right under the header image, next to News) or bookmark this:
http://www.celephais.net/board/forum.php
Note the Coding Help, Mapping Help, Screenshots etc. Those are basically "stickied" and self-explanatory. Seek help there.
General Abuse is where you can post anything that is a short, specific topic.
News is for releases. So if you release a mod or a map post a news thread not in General Abuse.
Also take note of the the tiny links on the right side of the Forum page under the last post listed - that's where you can start a new thread or see every thread.
This FAQ is also invaluable. Welcome and good luck!
http://www.celephais.net/board/faq.php
#18729 posted by anonymous user on 2017/07/24 21:50:34
Is there a way to change the distance a sound effect- be it an ambient_* entity or an info_notnull manually playing a sound- can be heard in a map in stock Quake? I've searched around and found a few tidbits relating to making sounds heard from further away or even the whole map in Quoth, but I'm looking for something that works in vanilla id1, either an entity field I'm missing someplace or more info_notnull hacks or etc.
Light On Statics
#18730 posted by madfox on 2017/07/25 08:03:07
I have this event in my map with a starfield anim skybox, and two static entities. I added lights under the statics so they come up bright.
At least, they did. I didn't pay much attention at it,
but my last maps end up with pichblack ones.
I haven't changed anything, but I have no idea what has happened.
scrambled
#18731 posted by ericw on 2017/07/25 09:18:01
I think you need to make the floor of the room a regular non-sky texture, add a light so the floor is lit up, then add a sky-textured "false bottom" above that.
The problem with having sky only is, the engine function that sets up the .mdl lighting (R_LightPoint) traces downward from the model, but it needs to find a lightmapped (non-sky) face in order to read a light value.
Just Make The Skybox A MDL Too - Madfox Style All The Way!
#18732 posted by negke on 2017/07/25 09:36:15
The trick to light models above sky (such as in space maps) is indeed like ericw says. All it takes is a solid brush inside the bottom sky brush (ideally some 32 units away from the inner surface) and a single spotlight with a large cone. However, note that this only works as long as the distance between sky(floor) and model doesn't exceed 1024 units or so.
Yes
#18733 posted by madfox on 2017/07/25 12:02:49
That's what I was looking for.
I had no idea where to search.
thanx ericw neg!ke.
#18734 posted by metlslime on 2017/07/25 17:44:48
It can exceed 1024 units in fitzquake derived engines. I think I set the max to 8k, which was enough at the time.
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