@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
And
#18845 posted by Qmaster on 2017/08/29 00:13:48
ericw continues to be awesome.
Thanks Ericw
#18846 posted by sceletope on 2017/08/29 00:25:45
Lots to look into there, I could be a while trying to understand it all, but it seems like you know what I'm trying to do and it could be the answer. I did get a draining effect when I was trying various things, I used func_door to lower the level of the slime, looked great but it was still a solid.
FWIW
#18847 posted by Qmaster on 2017/08/29 00:29:49
extras r4 will be included in my uber mod.
Thanks Ericw Again Two Steps Forward One Step Back
#18848 posted by sceletope on 2017/08/30 00:19:39
That works brilliantly. I couldn't get anywhere with JACK, couldn't find how to add extras to trenchbroom so persevered with Quark and it finally all fell into place. The drains now drain. Thanks very much for your help.
However... If I compile the map in Quark it plays perfectly well, but once I move it to it's own folder in /Quake/ it fails immediately with error AllocBlock Full. Progs.dat is also in this folder
Also when playing the map after compiling in Quark, it won't reload a saved game and fails with a list of items and values and a host_error:pr_executeprogram null function any ideas. I recompiled an earlier map in Quark now it has the link to progs.dat and that too won't load a saved file.
#18849 posted by ericw on 2017/08/30 01:24:47
If I compile the map in Quark it plays perfectly well, but once I move it to it's own folder in /Quake/ it fails immediately with error AllocBlock Full.
"AllocBlock Full" means the map exceeds the engine's limit for lightmapped faces. If you only get the error when launching quake directly, and not via quark, it sounds like you are using different engines?
Hmm, I can reproduce the error when loading a save with the extras r4 mod (at least the water.bsp sample map) in winquake, quakespasm, darkplaces. It seems like a bug in the mod :-(
That's A Show Stopper!
#18850 posted by damage_inc on 2017/08/30 02:37:36
The small map I created also fails to reload a save.
The mod was inconsistent across various engines I tested. I think I'd just create a new progs with the features I like.
#18852 posted by sceletope on 2017/08/30 16:52:53
""AllocBlock Full" means the map exceeds the engine's limit for lightmapped faces. If you only get the error when launching quake directly, and not via quark, it sounds like you are using different engines?"
It must have been something I was doing, today the map loads OK in /Quake/maps, /Quake/tmpQuark and /Quake/scel (it's own folder) all using quakespasm-spike-admod.exe
#18853 posted by sceletope on 2017/08/30 16:54:11
"The mod was inconsistent across various engines I tested. I think I'd just create a new progs with the features I like. "
That's beyond my abilities I'm afraid. I'll have to wait for the bugfix.
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