#18993 posted by ericw on 2017/10/10 04:13:13
It's safe to ignore that warning. Glad you got the stack overflow fixed!
Stack Overflow...
#18994 posted by brassbite on 2017/10/10 07:32:16
I recently made a map hack using a 'clock', trigger_relays targeting each other but with delay so they would give a trigger output every 2 seconds. I used this, so moving parts of my level would light correctly.
I Didn't Have Any Errors
#18995 posted by brassbite on 2017/10/10 07:32:45
Clarification For Brassbite
#18996 posted by Preach on 2017/10/10 19:52:26
The issue is when triggers target themselves with no delay key set. If you have a delay set them there is no risk of overflow.
Custom Models Without AD Or Quoth
#18997 posted by Esrael on 2017/10/11 22:35:38
Hi everyone!
I found out that Preach has some pretty cool map object models at his website, and I thought about using them as prefabs in my map. I've never stepped into custom model territory before, so I'm a complete newb here; please be understanding. T_T
Ericw told in his post (#18366) that you can use AD's misc_model and Quoth's mapobject_custom to add custom models to your map. But if I want to go vanilla so to speak, is my only option to overcome the model precaching dilemma by going to some QuakeC editing to add the necessary precaching lines?
(I guess it means that then it would technically no longer be considered vanilla anymore, huh?) xD
Afraid So
#18998 posted by Preach on 2017/10/11 22:51:56
It's not possible to get the necessary models precached without a bit of QuakeC. The good news is that it's basically the perfect "my first mod" exercise.
Download the source code, and open up misc.qc. Add the following lines:
void() misc_model = //we are defining a function
{
// precache whatever model the mapper stored
// in the "model" key
precache_model(self.model);
// apply this model to ourself
setmodel(self, self.model);
}
Download fteqcc.exe and save a copy in the source code directory. Run it and it will compile the mod into a progs.dat file. Add that progs into your mod directory.
How do you use this entity? You add an entity to your map with the classname "misc_model". Notice this is the same as the name we gave our function. When the game loads a map, each time it creates an entity it looks at the classname of that entity. It then lets that entity runs the function in the QuakeC with the same name, which lets the function prepare the entity for use.
#18999 posted by Spike on 2017/10/13 11:34:19
fte and qss both implement misc_model engineside should the mod (like vanilla) fail to support it.
How To Move Brushes In-game?
#19000 posted by hakkarin on 2017/10/14 21:32:59
I am talking about things like lowering walls to reveal traps, or lowering pilars that previously blocked the player. Do I use func_plat for this? Or something else?
Func_door Mostly, Func_plat For Elevators
#19001 posted by Qmaster on 2017/10/14 21:46:04
#19000
#19002 posted by Spike on 2017/10/14 21:47:04
plats tend to be a special-case thing. if you want to trigger something then func_doors generally work better. set the angle to -1 or -2 to have them 'open' upwards or downwards. you can have them toggle too.
Saving The Environment...
#19003 posted by Redfield on 2017/10/15 17:24:02
Hey, trying to make some tree textures here:
So I want to make a tree texture used as a func_illusionary, just like the spider web textures from Daikatana that 'skip' over all of the texture except the web. How do I do this?
I have drawn a tree over a pinkish background and named it {tree this appears to be the same convention as these web textures. How does the compiler interpret the texture and skip the background? I must have missed something because so far the tree is drawn along with the pink wall. Any ideas here?
Thanks.
#19004 posted by ericw on 2017/10/15 19:59:19
The transparent parts need to use palette index 255 (bottom right of http://www.celephais.net/stuff/palette.gif )
And Start The Name With {
#19005 posted by Qmaster on 2017/10/15 23:45:01
Clear Parts
#19006 posted by madfox on 2017/10/16 00:22:01
Transparent textures in sprites works the same way,
with the pink lower colour in the quake.pal.
So a small sprite for a fagot would look like this
In game it would appear like this, if the progs is changed.
A small and good viewer for editing sprites is Fimg.
I just added to quaketastic, as I couldn't find it there.
FirmG
Got It!
#19007 posted by Redfield on 2017/10/16 01:07:38
Its working now, I also forgot to enable fullbrights in TexMex and it was screwing with indexed colour. It looks ok now, as far as a tree made out of func_illusionaries looks... Hopefully this will be ready for December.
Couldn't Exec Autoexec.cfg/ Couldn't Spawn Server Maps/test.bsp
#19008 posted by Winkyjuice on 2017/10/16 19:32:30
Hey guys i'm new to quake mapping and new to quake in general. I started mapping because i'm really sick atm having a crohn's flare up and tendinitis in my left shoulder. Now I was using this guide http://steamcommunity.com/sharedfiles/filedetails/?id=805664376
to get into mapping and downloaded trench broom/tryUtils/ne_q1spCompilingGui/quake.wad to start making levels.
well i made a level in trench broom and everytime i try to compile i get the error message "couldn't exec autoexec.cfg" then it says "couldn't spawn server maps/test.bsp" and "3 demo(s) in loop" I really want to get into mapping because i have nothing else to do really in the hospital I heard this is the place to go for help i'd really appreciate it if you guys could help me with this.
Couldn't Exec Autoexec.cfg/ Couldn't Spawn Server Maps/test.bsp
#19009 posted by Winkyjuice on 2017/10/16 19:32:32
Hey guys i'm new to quake mapping and new to quake in general. I started mapping because i'm really sick atm having a crohn's flare up and tendinitis in my left shoulder. Now I was using this guide http://steamcommunity.com/sharedfiles/filedetails/?id=805664376
to get into mapping and downloaded trench broom/tryUtils/ne_q1spCompilingGui/quake.wad to start making levels.
well i made a level in trench broom and everytime i try to compile i get the error message "couldn't exec autoexec.cfg" then it says "couldn't spawn server maps/test.bsp" and "3 demo(s) in loop" I really want to get into mapping because i have nothing else to do really in the hospital I heard this is the place to go for help i'd really appreciate it if you guys could help me with this.
#19010 posted by ericw on 2017/10/16 20:29:22
Compiled maps (.bsp files) need to go in "quake\id1\maps".
That guide seems to have you place the .map file into "quake\id1\" which is werid. I would just save your .map file in "quake\id1\maps", then after compiling, you should have "mymap.bsp" in "quake\id1\maps".
Autoexec.cfg
#19011 posted by Qmaster on 2017/10/16 22:06:14
Is not needed. That's only if you want to run your own console commands when the game starts (like -developer 1 if you are coding)
Autoexec.cfg Even More Trouble
#19012 posted by Winkyjuice on 2017/10/16 23:13:41
okay so I figured out a bit more of the issue it isn't that quakespasm isn't reading my maps bsp or that the bsp is going into the wrong folder, the issue is that my map is having an issue compiling a bsp.
so I was looking at the n_q2spcompilinggui and it has an option for you to pause after compiling and i did that and noticed that it wasn't even compiling the bsp. This is the error that pops up on the command prompt.
------------qbsp-------------
C:\Program is not recognized as an internal or external command, operable program or batch file
the system cannot find the file specifified (it repeats this 3 times and then says press any key to continue)
so the issue is with the bsp tool do you guys know how to fix it?
Autoexec.cfg Even More Trouble
#19013 posted by Winkyjuice on 2017/10/16 23:15:50
oh and right above where it says
-----------------qbsp---------------
in the command line it says
"the system cannot find the file specified
converting map..."
Autoexec.cfg Even More Trouble
#19014 posted by Winkyjuice on 2017/10/16 23:15:54
oh and right above where it says
-----------------qbsp---------------
in the command line it says
"the system cannot find the file specified
converting map..."
Hm
#19015 posted by ericw on 2017/10/16 23:32:14
C:\Program is not recognized as an internal or external command
indicates it is a paths-with-spaces issue.
Easiest fix might be to copy your quake install to c:\quake.
Hm
#19016 posted by Winkyjuice on 2017/10/17 00:01:13
how do i go about copying my quake install to c:\quake? do you mean taking the file out of the steam folder and moving it to... where exactly?
Installation Problem...
#19017 posted by Redfield on 2017/10/17 00:08:09
@Winky
Because of the error you are getting when trying to run qbsp using necros' GUI I am willing to guess the following:
A) You have not installed the compiling tools on your computer. The GUI is only an interface, you still need to get qbsp, VIS and light tools from the internet.
B) You have installed the tools but did not enter the path into the GUI. Go to Settings, Folder Setup, and select the compiling tools qbsp, VIS and light from the folders they are located in on your computer.
This should solve the problem. You do not need to move Quake out of STEAM just to compile a map. If this does not fix your problem, there may be other issues going on.
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