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!
Ah, Arghrad
#19480 posted by thurnip on 2018/02/01 21:41:12
Arghrad solved my problem :D
back to work
Scaling Models
#19481 posted by Esrael on 2018/02/03 09:47:41
Is there a way to scale (prop) models easily? I have downloaded Preach's crane and helipad models from his site, and after placing them on my map in Trenchbroom they look so small, about the size of a cat. Quite endearing, actually. xD
Will I have to resort to some mdl editing in a separate editor? D: Guess I'm going down the deep end of Quake custom content creation, no more simple map making, huh? xD
#19481
#19482 posted by PRITCHARD on 2018/02/03 12:28:45
I usually just jump into QME here? and scale the model: https://i.imgur.com/zCDf0EZ.png
Of course, QME sucks ass and tends to mangle models if they look at it funny so... have fun?
#19483 posted by muk on 2018/02/03 16:03:12
QME likes to break mdls. Should only be used to view models. :( you may get lucky tho.
Mdl Scale
#19484 posted by Kinn on 2018/02/03 18:22:14
Scale is defined by just one float in the .mdl binary file, I think (Can anyone confirm? Does anything else need to be tweaked other than this one float?)
If so, you could be able to just hax0r it with a hex editor. Preach - any ideas?
#19485 posted by Kinn on 2018/02/03 18:25:24
Actually it's a vector of 3 floats
http://tfc.duke.free.fr/coding/mdl-specs-en.html
you'll probably want to scale bounding radius too.
Scripting
#19486 posted by Preach on 2018/02/03 22:46:41
Yeah, you only need to change those 4 floats, so a hex editor will do the trick. If you prefer, you can install the qmdl python module then run the following script against the model.
from qmdl.helper import Helper
#read the model file
mymdl = Helper()
mymdl.load("crane.mdl")
#rescale
mymdl.mdl.scale = tuple ([i*4 for i in mymdl.mdl.scale])
mymdl.mdl.boundingradius = mymdl.mdl.boundingradius * 4
#save again
mymdl.save("bigcrane.mdl")
This is multiplying the scale by 4, vary the value as required.
It Worked!
#19487 posted by Esrael on 2018/02/04 09:24:06
Thanks guys, you just keep helping out, no matter what I keep throwing at ya', AND always in a timely manner, might I add! :)
And for your information Preach, I used your script on a newer Python version 3.6.4.
Adjusting Mdl Centerpoint
#19488 posted by Esrael on 2018/02/04 09:47:44
I'm guessing it's model dependent, but I noticed that the larger I made the helipad, the further away the model diverged from the model entity (or is it in this case just a handle?) in Trenchbroom. Is there a centerpoint in the mdl I should adjust? Can it be done with qmdl or should I use something else?
Yup
#19489 posted by Preach on 2018/02/05 21:27:40
One of the quirks of the mdl format is that the model keeps the bottom left corner fixed when you rescale it, rather than the centre. If you add a line like
mymdl.mdl.origin = (-64 -64 -64)
after the mymdl.mdl.boundingradius line in the script from the previous point, you can specify the coordinates you'd like the bottom-left point to be at. Play around with the values!
Thanks
#19490 posted by Esrael on 2018/02/06 09:14:02
I figured it would be something like that. Thanks a heap for going through the trouble of helping me out! :)
No Worries
#19491 posted by Preach on 2018/02/06 19:26:46
It's cool to see someone using it, I worried that it being a python module was a bit off-putting
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