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
#18821 posted by Mugwump on 2017/08/19 03:29:49
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
#18823 posted by anonymous user on 2017/08/20 11:37:50
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
#18825 posted by anonymous user on 2017/08/20 11:56:59
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
#18826 posted by Lain on 2017/08/25 15:11:38
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
#18831 posted by Lain on 2017/08/25 19:02:09
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
#18832 posted by sceletope on 2017/08/26 17:42:46
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
#18834 posted by sceletope on 2017/08/26 18:25:37
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.
#18836 posted by metlslime on 2017/08/26 20:07:59
The "pox extras" mod has moving water. You could try using that if you don't already need another mod for other reasons.
#18837 posted by sceletope on 2017/08/26 21:36:16
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
#18838 posted by Qmaster on 2017/08/27 03:11:01
+1 For Extras R4
#18839 posted by damage_inc on 2017/08/27 17:57:42
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 ;)
Forgot To Add...
#18840 posted by damage_inc on 2017/08/27 19:18:15
Your func_water also needs a key/value pair of [ wait = -1 ] IF you trigger the water to drain versus just killing it. Otherwise it will return to it's original position.
Two things to note, since this is now an entity it will not take your r_wateralpha settings. You can add an alpha key to it though.
Secondly, I know you are using slime but the players view if under the surface(water, slime, lava) will not show the surface textured.
There's a docs folder in the download, explains it all. As well as example maps.
Footsteps are on by default.
#18841 posted by ericw on 2017/08/27 20:09:26
Secondly, I know you are using slime but the players view if under the surface(water, slime, lava) will not show the surface textured.
This is an easy fix in qbsp, actually I just added an entity key for it (_mirrorinside 1).
Btw
#18842 posted by ericw on 2017/08/27 20:10:21
home of the pox extras mod: http://quake.chaoticbox.com/
Hrmmm...
#18843 posted by damage_inc on 2017/08/27 22:41:36
In the example water.map both transparency and inside surface texturing works just fine, grrrr :(
#18844 posted by ericw on 2017/08/27 23:13:22
The docs at the top of extras_water.qc mention that some qbsp's had func_water support (eQBSP v1.0b for MacOS) and would keep the inside faces, so I imagine the example map was compiled with that
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