#19455 posted by Griffin on 2018/01/29 08:22:06
Yeah, I'm almost certain. I do have a skybox in one section but fixed all the problems there and never had any more issues until this hallway part which is a good distance away from the skybox. I've narrowed it down to the point I can't go past as well and there's nothing in the way whatsoever. If I extend it even one small block it won't compile. Really frustrating.
#19456 posted by Griffin on 2018/01/29 08:26:41
Deleted the skybox completely and tried it and still won't compile so can narrow that out at least.
#19457 posted by Griffin on 2018/01/29 08:30:51
Oh weird. Fixed it but still not sure why it was a problem. I constructed a little table in the hallway and made a shiny gold necklace on it and used zoomed in lava for the gem part to give it a cool glow. This didn't cause any problems prior either but I just deleted it and now I can keep going with the hallway. Weird. I wonder why it would work to a certain distance and then stop considering the necklace is also away from the place I'm now building. You did help me though. You said "liquid texture" and it gave me the idea to delete it and see what happens. Thanks, man. Woo! Was getting worried for a second.
#19458 posted by Griffin on 2018/01/29 08:31:19
Bummer about the necklace though. It looked awesome.
Griffin
#19459 posted by bal on 2018/01/29 11:23:44
Maybe with some screenshots of how you've set things up people will have some ideas of what could be going wrong.
@griffin
I've had "bad geometry" cause leaks before but never got that mixed face error. It sounds like you had lava just on one face of the brush in this case. Maybe a custom full fright texture would have a similar effect? You can probably use something from the prototype wad here: http://khreathor.xyz/site/prototype/
#19461 posted by Griffin on 2018/01/29 22:41:41
Yeah it's all sorted now anyway so no worries. I'll come back to the necklace when I finish everything and see if it goes through. Are these leaks you mention a major problem? I've seen some leaks pop up during compiling but I'm still able to play the level and all that so I figured it wasn't a huge deal.
#19462 posted by Griffin on 2018/01/29 22:42:19
I'm liking those textures. Thanks man.
Trenchbroom Compilation Question
#19464 posted by Tamagotchi on 2018/01/31 11:20:16
Hello, I started to use Trenchbroom and had a problems with compilation so I found some guides covering the newest version of Trenchbroom that lead me on right direction though did'n help at all. So I referred to Trenchbroom's manual pic named "Compilation Dialogue" and my map seems to compile just fine with qbsp.exe. So I tried to compile using other tools, again referring to mentioned manual pic and just don't understand what shoud I type instead of ${CPU_COUNT-1}. Please help
Tamagotchi
#19465 posted by bal on 2018/01/31 11:41:35
Could you upload a screenshot of what your compile UI looks like? And what tools are you trying to use?
#19466 posted by Tamagotchi on 2018/01/31 12:18:31
sorry I don't know how to upload that. in manual pic everithing that has ${} thingies must be replaced with directory of the game or folder with map and I have no clue what I should replace the ${CPU_COUNT-1} with. In output it tells me: Could not interpolate expression '-threads ${cpu_count-1} mymap.bsp': Cannot subtract value '1' of type 'Number from value 'undefined' of type 'Undefined'
Just Leave CPU Count Alone?
#19467 posted by damage_inc on 2018/01/31 13:02:17
From the manual:
CPU_COUNT | Tool | The number of CPUs in the current machine.
Usually we just set path's for compilation.
Griffin
#19468 posted by Qmaster on 2018/01/31 19:03:30
Mixed face contents is where you have a mix between the 3 face types in Quake: world, water, sky. Never have a brush with water on kne side, world on another. Or sky mixed with water, etc.
Triggering Monsters (Quake 1)
#19469 posted by Griffin on 2018/01/31 23:01:36
Hey dudes. Me again. I'm trying to set a trigger on nailgun pickup that summons two demons at the end of the room but I'm unsure of how to do this exactly. I've set up a room apart from the map that they'll teleport from but that's about it. I've been experimenting with the trigger functions and just can't figure it out. The manual does not seem to cover this topic and google isn't yielding much.
Additional Question (not Too Important)
#19470 posted by Griffin on 2018/01/31 23:04:30
While I'm here I figured I'd ask another question: is there any way to see how my lighting will work in the editor itself? I have to compile and run the level every time I make adjustments and it's starting to take a while.
Triggering Monsters (Quake 1)
#19471 posted by DOOMer on 2018/01/31 23:32:12
For teleporing monsters via trigger once.
1. Make some monsters and place in into "trigger_teleport" brushes. Each monster in separate "trigger_teleport" entity. All teleport entities must have one targetname.
2. Add some teleport destinations - one "info_teleport_destination" for one "trigger_teleport", and connect it one to one.
3. Connect your "trigger_once" to "trigger_teleport" ents.
@griffin
Spawn a monster in. (I know you've done some of this but for others:)
How to teleport in a monster upon triggering something:
1. make an area outside your playable level and place your your monster
2. make a brush with the trigger texture that covers the center of the monster.
3. right click and make the trigger brush into a trigger_teleport give it a targetname (i.e. monster1) and a different target (i.e. dest1)
4. place a info_teleport_destination where you want the monster to teleport to give that the targetname of the target in step 3 (in this case dest1)
5. set your trigger (in your case above it's picking up a nailgun) the target of the nailgun should match the trigger_teleport targetname in #3 (monster1.)
6. make sure you keep track of your targetname and targets - it's easy to get these confused. Just remember targets trigger targetnames in other entities
something to note: if you are spawning in two at the same time they need their own info_teleport_destination entities so they can share a targetname and be triggered at the same time but they each need their own separate target. If you use one destination they will telefrag each other! And you may want to add a key of delay and a value of 0.1 to the second monster so there is a tiny delay between their spawns. I recall this solving an issue before so try it if you see problems.
2. there's no real-time lighting preview right now in any of the editors. NetRadiant will show you a representation of the falloff of a light. ericw had hinted he might do an application that does realtime lighting preview at some point. Which would be instantly popular.
@griffin
@doomer is correct and I wasn't clear above. Each monster needs its own trigger brush and separate destination but they can share a targetname. Also I think you can just add a target to the nail gun instead of making a trigger_once. But if you wanted the monsters to teleport as you walk into a room then you'd make a trigger brush right click and make it a "trigger_once" Good luck!!!
#19474 posted by Griffin on 2018/02/01 01:32:32
Awesome. Thanks guys. I love your levels and you're both big reasons why I started learning Trenchbroom. You guys, Sock, Ionous, Skacky, etc are incredible at this.
@griffin
Wow, that's very kind of you. I am currently working on video tutorials for Trenchbroom. You seem to figuring out thing on your own though! The first one will be out early next week. As time progresses there will be some advanced tuts you'll want to check out. I'll post here on fucn with links.
#19476 posted by Griffin on 2018/02/01 02:31:25
Beautiful. Got it on the first shot as you guys explained it perfectly. Definitely looking forward to the tutorials. Thanks again, guys. You rock.
Just To Be Safe
#19477 posted by 7663 on 2018/02/01 06:24:11
I made a post about this, but I might have made a mistake with that. Here's what I wanted to ask:
I've been looking for a tutorial on the use of Jackhammer for a few hours now, but I can't seem to find anything. Is there a tutorial out there I can use to see what's up?
@7663
If you can't find any tuts for JACK then you have some options that will get you close.
First, JACK is based on Valve's Hammer editor. You will find tutorials for Hammer out in the wild. There are many similarities between the programs. I believe JACK has more features but I haven't used it too much.
The other option is to use Worldcraft tutorials. JACK is based on Hammer which was based on Worldcraft and many concepts from Quake will carry over.
https://www.quakewiki.net/archives/worldcraft/tutorial/index.html
Good luck and consider trying TrenchBroom 2. I will be publishing a Quickstart video tutorial sometime this weekend (or before) and you may like what you see.
http://kristianduske.com/trenchbroom/
The tuts will be on my YT channel is here
Artifacts In Q2 Sun/lightmap
#19479 posted by thurnip on 2018/02/01 21:26:50
Hello guys, this is my first post here. It's interesting to finally have some reason to post here. I'm following func_msgboard for sometime, following all the cool maps and mods are being born here... Good stuff :)
Anyway, i decided to try something in Q2 engine. Right now, i'm having some problems when using _sun. Compiling with qrad3, i get this result:
https://imgur.com/a/AZDM3
it doesn't happen when i compile regular lights only, just when I use Sun... :/ Anyone have some idea? Thanks!
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