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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Do messages from trigger_once and trigger_multiple entities have to have a sound? I'd like to make it silent but the 'sound' value 0 (which is listed as 'silent' in Trenchbroom) still causes the normal beep-boop message sound to play. 
 
If a message is displayed, I think it's better to leave the beep on: sometimes in the heat of battle a centerprint can go unnoticed, the beep is useful then. 
No Arg 
"sound" ""
maybe? 
 
The QuakeC looks like this:

void ()
trigger_multiple =
{

if (self.sounds == 1)
precache_noise ("misc/secret.wav");
else if (self.sounds == 2)
precache_noise ("misc/talk.wav");
else if (self.sounds == 3)
precache_noise ("misc/trigger1.wav");

if (!self.wait)
self.wait = 0.2;

...
}


"sounds" "0" // <---- notice this is plural

Would seem to work. 
 
Unfortunately doesn't work; I made a typo in #18793 and the default included field is actually sounds, with an s at the end. It does list 0 as 'silent' (http://i.imgur.com/knuXpZT.png) but after a bit of fiddling, apparently the sounds field is only for activating the trigger itself- leave the sounds field blank and the trigger will be silent, set it to 1, 2 or 3 and you'll get the respective secret, bleep-boop or mechanical clunk sounds. It's only when you include a message with the trigger that it forces it to play the bleep-boop even when set to silent. 
 
Might have to edit the QuakeC in order to do such a thing then. 
Mild Hack 
The talk sound doesn't play if you set a sound on the trigger! So what you can do is leave "sounds" at "0", then explicitly set "noise" "misc/null.wav". That way touching the trigger plays a silent sound, and the talk sound is suppressed.

Note that you will need an entity somewhere in the map that precaches the misc/null.wav sound, like a door or platform with "sounds" "0", otherwise you'll get a error message. 
MAX_PATCHES In Quake 2 
What's the best way to work around the MAX_PATCHES?

I consistently hit it even though my maps aren't that big or detailed. I know it's related to the lighting quality and the size of the map, but I just wonder how far you can go and what to sacrifice etc. for a larger map to be possible. I'm all about huge and impressive maps, but I also want them to be lit too. 
 
The default patch size in the original utils is 64 units, try raising it a bit with "-chop 70". This will make the radiosity lighting a bit lower quality.

It should be possible to raise the limit in the light tool, the patches only exist during lighting so it won't affect engine limits. (but the more patches there are, the slower the light tool will be).

#define MAX_PATCHES 65000 // larger will cause 32 bit overflows
I'm not sure what overflows though. 
 
I use quality 128 for sky and 256 for water.

How would I raise the limit during the light tooling? 
 
Raising the limit would involve changing that #define and recompiling the light tool (and check if it breaks anything in the tools :). http://github.com/id-software/quake-2-tools

I use quality 128 for sky and 256 for water.
How about regular solid faces? The vanilla tool only seems to have one -chop option for all faces. 
 
I use the Arghrad. 
 
ah, ok. So if you're only increasing -chopsky and -chopwarp, try -chop (which will reduce the # of patches created by other types of faces).

Not sure if source code for arghrad is available so raising max_patches may not even be an option? 
Raise Hell Then 
Thank you for your insight, though. I guess unless I take some time to come up with a solution myself, I'll be stuck with this for now.

(Also, the 4096^2 size-limit of Quake 2 maps is pretty decent if it wasn't for MAX_PATCHES...) 
Secret_door 
I have a serie of secret_doors that depend on health. I want them sealed to a certain stage before I want to give them access.

If I use a trigger_count to activate them all doors open, and that's what I don't want.
I want to keep them secret untill that certain stage, and then they can be used by shooting.

How should I define this? 
Func_wall 
that blocks the secret door 
Yes 
I made an example with a door and button.
When I seal the button off with a func_wall I need to give it the same texture as the button.
Then I can killtarget it so the button comes free.

What if the func_door secret is hidden in the wall in a strange 15 degree angle with another brush forming the door.
There is no place to give space to a func_wall as it betrays the door itself not only by blocking the wall surface.

I know it sounds a bit queer, but i tried different ways. Only logic way seems to add a trigger_once behind the door that opens it, in stead of shooting it in front. (what had to be the secret) 
Madfox 
check this demo and the example map file
http://quaketastic.com/files/demos/test.rar

is this what you wanna achieve? 
Misread This 
What if the func_door secret is hidden in the wall in a strange 15 degree angle with another brush forming the door.
There is no place to give space to a func_wall as it betrays the door itself not only by blocking the wall surface.
 
How To Explain Some Small Thing With Random Outcome.., 
To clarify this is the secret door. It's in a strange angle.

When a door_secret receives the health arg it opens when triggered. That is what I try to preserve.
I can't fill up the front with a func_wall as it blocks the secret.
When I use a trigger_relay the doors open and are no secret anymore.

I tried the rar files, but I have to use 7zip.
Thanks for the feedback. 
@madfox 
You can make a trigger_relay trigger a secret though right? Just make a secret brush out of reach of the player and have the relay trigger it. Won't that work? 
Short 
Maybe it's my poor aprehension skill to explain,
but one thing strugles me up.

If a door has a health state, it will always open when shot.
Even if the target is hidden by a trigger_relay.
I can't encapsulate that in my defenition. 
Madfox 
PART I

Start by using this trick on your door

https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/

The door will start off invisible and non-solid, preventing the player shooting it to open it. When you trigger it, the door spawns, and you will be able to shoot it. *

PART II

The big problem now is that until you spawn it, the door isn't there at all! This seems like a big problem, but it's easy to fix. Simply make a copy of the door, and turn it into a func_wall. When you spawn the proper shootable door, killtarget the func_wall version at the same time. The player will never notice the swap!


*Important final hint. In order to use the delay spawn trick on a door, you need to set the following keys on the door:
"sounds" "-1"
"noise1" "doors/latch2.wav"
"noise2" "doors/winch2.wav"
"noise3" "doors/drclos4.wav"
Otherwise you will get a crash when you try to spawn it. 
Overriding Default Quake 2 Door Sounds 
Greetings. Since the 2 of Quake only has one set of door sounds, you can make "custom" door sounds like this:

- Make the door.
- Set door "sounds" to "1" to make it silent.
- Make a main trigger that triggers the door movement.
- Make a trigger_relay from that main trigger that hooks up to a loopable sound and one-time sound.
- Make one relay start the looping sound while the door is opening.
- Make one relay stop the looping sound and play the one-time sounds once the door has stopped moving (requires a bit of timing with "delay").
- Place sounds near door.
- ???
- Profit.

I am using this in my latest Quake 2 singleplayer-unit for especially large doors. You can even have unique stopping sounds for both ends and unique looping sounds for both ways. :3 
Program_stop 
call0 2075 multitriggers monster skhtr.qc Zhaser_tough

After adding three new entities I get this error in fight. It happens when there are more then two oppenents in view and I have no idea where to search.

In fight.qc I added their attack movements. As long as I have one new entitty everything goes fine. 
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