Have corner 2 target corner 1 but use "wait" "-1" to stop it permanently.
@pitofmiserymapincoming
You really should learn by doing it. It's really not that hard and you'll learn a lot about whatever editor you are working with. Hint: use the clip tool.
Copy and pasting brushwork is weak (unless it's for a Speed Map and you've done the same creation before, which I think is fair.)
Challenge yourself, when you succeed you'll be a better person.
How To Clip A Base Door
Woops
I missed a brush (see if you can find what I did wrong) but hopefully you'll figure it out on your own.
How To Clip A Base Door Revised
Sorry for all the posts - this is a revised video.
https://youtu.be/96-oRhYiF-o
I need some coffee.
Fullbright Textures In Trenchbroom
#19176 posted by rafOK! on 2017/11/11 19:25:05
Just started mapping a few days ago, and have become hopelessly addicted. Oops. I can't figure out how to make a fullbright texture. is there a way to do so?
Thanks in advance.
why do items placed in the editor sometimes not show up in-game? like I'll try to place two ammo boxes next to each other but when I boot up the game one of them isn't there.
#19178 posted by muk on 2017/11/11 20:49:40
Theyre too close together. Move them apart and theyll both load.
@rafOK!
You don't make textures in TB actually. You can create textures in Wall or TexMex and most likely QuARK.
General info here:
http://www.celephais.net/stuff/texturefaq.htm
@19176,19179
#19180 posted by Spud on 2017/11/11 23:31:16
It's also possible to make any texture technically fullbright by turning the brush it's applied to into a func_wall and using the necessary (and usually compiler-dependent) entity fields to make the func_wall still cast a shadow and be lit properly on the other faces, but have the one face you want ignore lighting and display at a constant brightness.
Granted, this is only really a solution for smaller details (computer screens, gauges, eldritch runes, etc) as turning giant parts of an actual wall into func_walls so you have holes going everywhere is generally not a great idea for vis time and framerates.
AD Func_breakable Via Trigger
#19181 posted by DOOMer on 2017/11/12 17:27:58
I made func_breakable to the my AD map, then connected trigger to it. Breakable object has breaks by trigger, but also player can make breaks it by his weapons.
How to make a ban for the break object by the player's weapons? I can make greater health value (eg 65000), but is there any other way?
DOOMer
#19182 posted by bal on 2017/11/12 17:50:18
Set the spawnflag to 2 (= nodamage) so player can't damage it.
@Bal
#19183 posted by DOOMer on 2017/11/12 17:55:52
Thanks.
More Questions - Make A Brush Give Off Light?
#19184 posted by rafOK! on 2017/11/12 17:57:26
After some though, I realized that making the texture fullbright isn't the solution to my problem. I need to make the brush (some lava) give off light.
Is there a way that this can be done?
RafOK!
#19185 posted by bal on 2017/11/12 18:17:32
Haven't tried this functionality myself yet, but ericw's compilers seem to support this kind of surface lighting : https://ericwa.github.io/ericw-tools/ (check bottom of the page.)
Not sure if it'll work right with a large surface.
@Bal
#19186 posted by rafOK! on 2017/11/12 18:53:53
Thanks mate.
I Really Need Help With This.... PLEASE
#19188 posted by KAIZO QUAKE IN PROGRESS on 2017/11/14 20:06:52
Okay so I have a room that is going to turn of all the lights once u pick up the key. Then it will teleport 3 monsters, every 3 seconds from 3 different spots until it has teleported all 9. The lights wont come on until you kill all 9. The problem is, the first 3 monsters teleport in just fine... yet the next 2 pairs teleport in at the exact same time... even though I put a delay of 3 seasons on the relays. They teleport in after 3 seconds, but the 3rd wave instantly teleports in and doesn't delay for some reason- instantly killing the 2nd wave. Any ideas guys?
#19189 posted by Spud on 2017/11/14 21:33:25
Did you accidentally set the third triplet of trigger_teleports to have the same targetname as the second set? Also, uploading the .map file often helps people diagnose what's going wrong.
I'll Take Guesses In ALLCAPS Below
#19190 posted by Qmaster on 2017/11/15 01:31:11
trigger_relay
targetname|lightsout
target|roomlights1
trigger_relay
targetname|lightsout
target|wave1
delay|3
trigger_relay
targetname|lightsout
target|wave2
delay|6
trigger_relay
targetname|lightsout
target|wave3 (SHOULD NOT BE wave2)
delay|9 (SHOULD NOT BE 6)
Maybe? Hard to tell without the .map file.
Ad - Particle Effects
#19191 posted by Redfield on 2017/11/16 03:58:57
So the stock misc_particle effects available in the AD fgd are usable in the sense that Quakespasm/Mark V will see a particle style effect, and Darkplaces/Quakespasm Spiked will see a Darkplaces style effect.
Each predefined defined misc_particle has a corresponding Darkplaces style effect that will be seen in QSS/Darkplaces. However, if you make a particle_template and create your own effect using various particle sprites, is there any way to see this effect in QSS/Darkplaces?
It seems the only thing I can do is attach a dpp_name (eg. DPP_ITSPORTALSIDE) and substitute a Darkplaces effect for my custom effect. The custom particles will not appear in Darkplaces or QSS. This is what I did in ad_paradise.
Is there any way to see a custom particle effect in QSS or Darkplaces?
Entity State System In AD
#19192 posted by DOOMer on 2017/11/16 12:21:22
I tried to use AD's entity state system in my map for disable (NOT remove from world) and later re-enable func_plat. But I get a not working func_plat already when I starting the map (before the player touches the trigger, which disables the my func_plat) :( And removing all added enititirs couldn't help to fix it problem.
How to right use state system for disableenable func* enities.
#19193 posted by muk on 2017/11/16 16:27:55
If your func_plat has a targetname, it needs to be triggered first.
@mukor
#19194 posted by DOOMer on 2017/11/17 10:02:31
Thanks. I enabled the flag "start lower" and it worked,
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