Func_bob
#19355 posted by Redfield on 2018/01/03 06:29:34
Also lets you make something hover up and down very slowly for a nice effect, but I think it can only be done vertically. I used them to make some hovering objects in ad_paradise, but again it depends on what type of sign you are picturing.
#19356 posted by PRITCHARD on 2018/01/03 12:26:06
wouldn't a hanging sign be better with func_rotate?
Saloon Mini-Map!
#19357 posted by Redfield on 2018/01/03 13:41:15
Func_train can work really well for this depending on what you want. The problem I forsee with a rotate_object is that it typically only rotates one way; a func_rotate_door can rotate back the other way but you need a trigger to do this and switch between the 2 states. This could make it exceedingly complex.
Using a func_train with path corners only 4 units apart and a speed of ten, a made this swaying Saloon sign that is really atmospheric:
Check out this demo map with source:
http://www.quaketastic.com/files/misc/saloon.zip
Screenshot:
https://i.imgur.com/YxkbXR1.jpg
NOTE: Arcane Dimensions is needed to play this map. I made this in AD but it you can make the func_train in ID1 of course.
FYI
#19358 posted by Redfield on 2018/01/03 13:57:28
The map is a tiny demo of the func_train only. No exit trigger or anything. So I hope no one gets mad at me:( And I hope this doesn't end up on quaddicted somehow.
Wow, Thanks A Lot Redfield
#19359 posted by damage_inc on 2018/01/03 19:37:07
Very cool example map you made for me.
But... I already made that with your single entity func_bob suggestion. Apologies for not posting about it, it was really late when I did it so I just went to bed.
Also, I made a test ambient_custom_loop squeaky sound, placed it centralized to the sign and... all was good.
Thanks again for all the assistance.
- damage_
Also, Swaying With Rotation...
#19360 posted by damage_inc on 2018/01/03 20:07:06
There is the "path_rotate" and "func_rotate_train" entities that may still be the answer, but I didn't figure those out last night.
What I was doing kept screwing up the game(on load player position stuck at path_rotate location and no ability to move, even with noclip!)
If I get this sorted I will post it up.
Lots Of Options
#19361 posted by Redfield on 2018/01/04 05:15:26
There are quite a few ways you could do it I guess. I forgot func_bob can go in any direction with angle key, and this is probably the most efficient way to make a swaying sign. I'm not sure how to visualize a func_rotate_train, as the object itself will rotate between path corners, but if you make it work it would be interesting to see.
Yeah I got carried away with that saloon, I was just going to throw a func_train in a test map and see what happened, but I had this image in my head, and it just kept going. Started making textures and several hours later an insane test map. Best way to answer a question is to make a map. Maybe I will turn it into a little western map one day.
Is There
#19362 posted by Cocerello on 2018/01/04 11:57:28
a way to kill Chthon without QC? Telefrag or ridiculous high damage on a trigger_hurt doesn't seem to work and setting the lightning_event its a pain the way this map works.
Hmmm
#19363 posted by Qmaster on 2018/01/04 18:56:53
Try adding a key|value of th_die|boss_shockc1 to your monster_boss. Then when you hurt it it should die after 4 damage. Not tested.
Thanks Qmaster
#19364 posted by Cocerello on 2018/01/04 22:55:23
I tried damaging the guy with a trigger_hurt, a door and myself with Quad rockets just in case and the guy didn't show even pain with that key on him.
What i learnt with all of this is that he cannot be moved with doors as they just pass through him, which is a pity.
Ah Right
#19365 posted by Qmaster on 2018/01/05 03:42:58
I forgot that the boss is not technically a monster in the sense that it doesn't use AI normally. It is basically a turret with animations and very special code. Seems like I remember a killable chthon hack somewhere though. You might need to make an info_notnull hacked boss.
Progref
#19366 posted by Spud on 2018/01/05 04:28:53
mechtech made a handy map that includes a whole bunch of map hacks for reference here, and a quick glance at the killable Chthon in the map shows it's done with an info_notnull with a bunch of extra fields filled out to match what the boss entity would normally have so it behaves correctly.
Link Is Dead
#19367 posted by Cocerello on 2018/01/05 09:26:20
GLQuake Not Rendering Map Correctly?
#19368 posted by rizzoislandgame on 2018/01/05 21:12:35
Hey there! So I got my map working and fixed all the leaks, but for some reason, when I run the map in GLQuake, it renders a far off distance like it's clipping! Is ther anyway to increase the drawdistance like in winquake with r_maxsurfs and r_maxedges or is it impossible? Could it be a mapping problem itself? Compiler gives no errors!
The Real Question Is...
#19369 posted by damage_inc on 2018/01/05 21:32:43
Why in 2018 does anyone use original GLQuake?
I really want to know!
GLQuake
#19370 posted by Preach on 2018/01/05 22:49:52
Because it's the best engine that comes with the Steam version.
Well, the second best, but the default one.
It's worth remembering that's the out-of-the-box experience, when you're looking for the largest possible quake audience.
@Preach
#19371 posted by damage_inc on 2018/01/05 23:20:39
Thanks, I never even considered that.
To Answer Rizzo
#19372 posted by Qmaster on 2018/01/05 23:37:26
Download an engine with enhanced limits such as MarkV, Quakespasm, or FTE.
GLQuake Far Clip Is Hardcoded At 4096
#19373 posted by ericw on 2018/01/05 23:47:49
Thanks!
#19374 posted by rizzoislandgame on 2018/01/06 01:28:59
Thanks guys! Guess I'll have to go with another engine!
VIS Job Farming?
#19375 posted by haze on 2018/01/06 09:15:12
I'm new to mapping, i've been using EricW's tools. In regards to the VIS proccess, has there ever been any consideration into farming out jobs over a network? I am sure i'm not the only mapper who has a second PC that is idling alot. I can picture small communities of mappers providing their PC's for VIS jobs. And not just 1 map/PC (that could already be done with some kind of file monitoring script). I'm talking about splitting one bsp over multiple PCs to get the completion time down. It seems with multithreading the individual threads are operating independently anyway once they get their work chunk.. granted i don't know anything really.. just my assumption. This seems to be the biggest bottleneck in dev time. Maybe the couple guys i am in a group with are inefficient mappers but the VIS'ing has taken days and days on an 8 thread i7. It would be cool if network nodes could just be seen as additional threads.
Detail Brushes
#19376 posted by Redfield on 2018/01/06 09:24:02
Should be helping with the vis times. Unless you are building a gargantuan map that rivals Ter Shib in size I can't see VIS taking this long with 8 cores. I vised a bsp2 size map in less than 1 min. on 3 threads with ample use of detail brushes.
Again this could depend on the size and complexity of the map, but if you are new to mapping, you should be using detail brushes on objects like pillars, stairs, loose bricks, small details etc. or else VIS might take days where is should be seconds.
Yeah
#19377 posted by Kinn on 2018/01/06 09:49:39
With func_detail, vis should not be the longest part of the compile any more.
Make sure you are using ericw's tools:
https://ericwa.github.io/ericw-tools/
Detail
#19378 posted by haze on 2018/01/07 08:18:23
I saw detail brushes but wasn't sure what to do with them. I'll try that. thanks guys!
Use Func_detail To Turn Your Map Into Rectangular Areas
#19379 posted by Qmaster on 2018/01/08 18:58:36
For instance, anything angled, off-grid, small, thin planks, trim, light panels, crates, pipes, broken walls, debris chunks,
trisoup (terrain e.g.) etc. etc. should be func_detail (solid) or func_detail_illusionary (not solid).
This lets vis deal with very simple rectangular areas and drastically speeds up compile times. It also can help you add specific lighting features to some details, such as _phong (nice and smooth shading) on rounded columns or terrain trisoup.
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