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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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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. 
Not Sure Without Seeing Skhtr.qc 
 
Is It Possible 
To have the ambient wind noise play throughout the map without vis data of any kind, fast or full? 
Doom Wad Question 
I haven't touched Doom editing for many years. In the 90s I released a map called Iron First that included custom (copyrighted!) music and sound effects. I'd like to remove those now and re-rerelease the map. Can anyone recommend the best tool to remove midi and sfx? Does Slade do this? I'm so rusty with Doom wads I have no idea what to look for. 
Orl 
Make your ambient wind into a music file! ;)

Or...

QSS and DP (and probably FTE too, I guess) support external .ent files allowing you to add/remove/modify any entity in the map without touching the .bsp, but it won't work in more vanilla engines.

I'm sure one of the big boys could provide a more universal method, but just in case... 
@dumptruck_ds 
Slade will do this. Latest is slade 3 as far as I know. 
Reduced Enemy Health 
I know you can give an enemy increased effective health by giving it an armor value, but is there a way to decrease its health without something as hacky as an invisible crusher that deletes itself before the player can get to it?

Other than shooting the enemy, I mean. Har har. 
Negative Armor 
 
 
Actually just figured that out and was about to say nevermind, but yeah, that works. Now just to figure out the right math for armorvalue and armortype, because while it's funny to gib a Shambler with one axe swing it's not quite what I was going for. 
Compiling In TrenchBroom 
So, I have this sample level i've made in TrenchBroom. I'm new to Quake, leveled for Doom/TF/CS for years, just wondering how I go about compiling what compilers to use / sourceports to use.
https://puu.sh/xjc6c/f2d635458c.jpg

I downloaded Darkplaces and a QBSP.exe file, and used them in Trench to compile and run. But when I run the map, it gives me this.
http://puu.sh/xjchN/96c3e45b7c.jpg

I'm assuming it's some compiling issue. I was under the impression Trenchbroom did not suffer from leaks, so I boxed it up and it still gave me that.

As for other things, I downloaded a QUAKE1.wad to get the textures, and i'm not sure if that changes things.

Thanks for your help in advance. 
@Lain 
Do you have an info_player_start in your map? All maps must have this entity and I didn't notice it in your screenshot. That would cause your compiler to not finish bsp.

As far as compiling in general. I would use tyrutils-ericw found here: http://ericwa.github.io/tyrutils-ericw/

Since I have not tried to compile directly from TB I cannot answer questions about that. However you may want to try Necros' compiling GUI as an alternative if the above info_player_start fix doesn't work. It's very straightforward.

https://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip

Welcome to func! 
@Lain 
Do you have an info_player_start in your map? All maps must have this entity and I didn't notice it in your screenshot. That would cause your compiler to not finish bsp.

As far as compiling in general. I would use tyrutils-ericw found here: http://ericwa.github.io/tyrutils-ericw/

Since I have not tried to compile directly from TB I cannot answer questions about that. However you may want to try Necros' compiling GUI as an alternative if the above info_player_start fix doesn't work. It's very straightforward.

https://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip

Welcome to func! 
@lain 
Forgot to add that TB doesn't prevent maps from leaking. It just has a pretty good tool for finding them.

All maps must be "sealed" just as you had to in your TF/CS days. 
@lain Part 3 
Sorry for the triple post. I just woke up and keep forgetting things. If you just run qbsp.exe on your map you can have leaks in your maps. But later you will want to fix them as your maps will not be able to run vis.exe

See the bottom half of this page for info:

https://quakewiki.org/wiki/Getting_Started_Mapping 
@dumptruck_ds 
I spent a couple of hours deliberating on the issue, and I finally found out what was causing the issue. My map wasn't in /id1/maps it was just in /maps..

Oh well, at least that shouldn't happen again. Thanks for your help either way, i'll stop boxing my map like an idiot and do up an actual skybox now. 
Remove Slime Mid-game 
I have a map which contains a couple of drains filled with slime, which mid-game I want to remove the slime and allow access to the now empty drains.
I'm using QuArk and the problem I have is I can only kill the slime by putting it in a func_wall, if I do this the 'wall' can be killed, but the slime is a solid rather than a liquid. If I just add the slime to a group and assign a targetname and try and kill it nothing happens. Is there a way I can do what I want? 
Sorry 
Moving liquids are impossible to do in vanilla Quake. The best option for you is to use Arcane Dimensions and a combination of trigger_touchsound and trigger_hurt. 
Re:Sorry Re:Remove Slime Mid-game 
I'll look into that. I had tried a combination of func_wall and trigger_hurt it sort of worked, but wasn't exactly what I wanted. 
 
If you don't care about making the slime visibly rise and sink, you may want a func_illusionary in id1. 
 
The "pox extras" mod has moving water. You could try using that if you don't already need another mod for other reasons. 
 
I tried func_illusionary but you just drop straight through it without choking/dying. I'll have a look at pox extras, though I don't need the slime to move I just need to be able to remove it all at some point. 
Pox Extras = Extrasr4 
 
+1 For Extras R4 
Don't think stock ID1 with any number of func_whatever will work as he desires.

func_wall is solid and func_illusionary is non-solid/non-liquid. The new variants of func_detail _wall, _illusionary and _fence are of the correct "liquidness" of the brush but are not killtargetable.

As long as you don't mind including a "progs" with your map Extras r4 was super easy to setup.

I used JACK and simply renamed my func_wall to func_water and set a few simple key/value pairs.

watertype = -4(slime)
height = -128(negative down)
targetname = slime(it will bob if no targetname)

Then create your button/trigger with a target = "slime".

Then you can either trigger it to drain or killtarget it like you wanted.

Draining would be cooler imo, if visible, and since you are now tied to using a custom progs ;) 
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