#19620 posted by Spud on 2018/04/30 04:41:58
Does the center door (not the gold key one, the double doors you go through after?) have a targetname? If it does, get rid of it- a door with a name will only open upon being triggered (i.e. by a button), not by the player walking up to it. It's an easy mistake to assume that every entity needs a targetname, but as a general rule, unless it's specifically being targeted by something else and requires one, leave it blank.
A screenshot or .map upload might help too, sort of hard to visualize this in the brain without a reference point to what the door setup actually looks like.
I Fixed It
#19621 posted by sevin on 2018/04/30 04:56:29
But I'm still curious. Just moved the bars away from the doors, which of course does the trick. Would still like to know what I'm doing wrong to make them work while they're still touching.
Here's the .map with the doors/bars touching and set to Don't link.
#19622 posted by muk on 2018/04/30 05:35:32
Use "r_showbboxes 1" and you can visualize the trigger volume for your doors.
Issues With Textures
#19624 posted by anonymous user on 2018/04/30 23:33:42
I'm having some issues with textures :
https://dbr.ee/TmMu
I tried with wally and texmex, it seems to come from j.a.c.k. (which is on default). I never had this problem with goldsrc/wad3 & hammer. Ideas ?
#19625 posted by Spike on 2018/05/01 13:23:29
looks like its missing the palette and using some greyscale thing instead. specifically the 'gfx/palette.lmp' file.
make sure that your editor's basedir+gamedir paths are correct (as well as just the wad+map paths).
#19626 posted by nemo on 2018/05/01 16:44:08
I've loaded the quake.pal from j.a.c.k. folder, still it doesn't work (I see white textures).
Would it be possible to bypass quake.pal and use wad3 instead ? (ericw/quakespasm)
Many thanks
Use It As An External/replacement Texture?
#19627 posted by damage_inc on 2018/05/01 18:28:13
If I remember the screenshots correctly, since you are so off the "path" of a normal texture just use it as external/replacement. In the editor it will still look messed up but ingame it will be fine.
#19628 posted by nemo on 2018/05/01 19:43:37
Aha, I don't get it.
I tried to keep the install fresh & minimal.
Why do these things tend to get obscure ?
However I got it : the Base Game Directory wasn't set on the right folder (quake main folder, instead of id1).
Those "happy" victories remains me when I was learning how to configure worldcraft 1.1 in the year 2000' without internet connection, at the age of 10. I'm so happy the quake community exist!
#19629 posted by brassbite on 2018/05/04 18:54:31
Can anybody give me examples of well thought out combat in long hallways? I'd like to learn how set up a good encounter. Are enemies too weak for open areas, apart from Vores or Shamblers who pose a real threat regardless of placement.
Brassbite
#19630 posted by Kinn on 2018/05/04 18:58:58
czg's honey has some good examples of that. The whole map pack is really a masterclass in encounter design.
#19631 posted by brassbite on 2018/05/04 19:36:00
Cool! I even played it one and a half years ago.
@brassbite
I've been struggling with this. I think the key to using weaker enemies are the specific combinations you use.
Knights rushing the player in a swarm are actually dangerous working as a unit. Same with Scrags. The more the merrier.
Adding multiple grunts above and farther from the player to any encounter has worked for me as they chip away at the players health fairly quickly no matter what is going on near the player.
I'm no expert, but hope this helps.
#19633 posted by brassbite on 2018/05/04 22:13:28
What I like to do is try and grenade either scrags or knights as those die one shot with a direct hit, it's a nice skill to practice.
Guess that trial and error is the key to encounter design.
Getting A Model To Animate (Quoth) And Adding Skins.
#19634 posted by Redfield on 2018/05/11 09:24:25
I've been making a few models using Blender for my latest map, and I have one of them animated now. Its just a prop with a few frames. There are no frame groups set up on it (I don't think this can be done in Blender) I want to make it animated in quoth using custom mapobject entity. Is there anyway to specify a series of frames without having frame groups set up.
Also I want to add a second skin to the model, and again it seems Blender only exports the mdl using the last active skin in the UVmap. Is there a simple way to do these things, or do you have to use python and qmdl?
Cont'd From 19634
#19635 posted by Redfield on 2018/05/11 09:45:24
To elaborate a little, I'm trying to get the butterfly model seen in this pic:
https://i.imgur.com/5id42QQ.jpg
To animate like this:
https://i.imgur.com/HodCMwj.gifv
I'm using the mapobject_custom entity which has a 'frame' key but I have no idea if there is support for multi frames or what the correct syntax is for listing them. I think it would animate automatically, but I don't have any framegroups set.
Update
#19636 posted by Redfield on 2018/05/11 17:04:46
Ok, so I've used qmdl and Preach's tutorial here:
https://tomeofpreach.wordpress.com/qmdl/examples/
and I finally got the model to animate in Quoth with custom_mapobject.
A huge mess was caused by the fact that Blender exports do not have a frame 0. I grouped the frames in qmdl from 0 to 10 and the model appeared as an ugly mass of pixels. This confused me because the same model animated from frames 0-10 in AD. I edited again in qmdl this time grouping frames 1-10 and the model now loads and animates perfectly in Quoth if you enter frame 1 as the start frame. What an exercise!
In Blender
#19637 posted by Qmaster on 2018/05/11 19:55:19
Set the start frame to 0 and the end frame to 10 in the Timeline editor. If you leave it at the default 250, your model will be unnecessarily bloated.
An Exercise In Frustration...
#19638 posted by Redfield on 2018/05/12 02:33:01
Thnx @Qmaster. Yeah there are so many ridiculous little nuances to making a model for Quake and then getting it to animate. I really did not like having to install Python and enter commands into it with the qmdl plugin. It feels so detached an out of date with how you can just make a model and slap it into your unity games today. But thanks to Preach's tutorial I just did a monkey see monkey do approach and it works now.
I should go back in to blender and start the frames at 0 and export again to see if it works better that way, apparently Quake wants a 0 frame for some reason...
Select Next Level, Screenshots
#19639 posted by headshot on 2018/05/12 10:30:00
I've run into two small problems with a new map:
1) In a multiplayer game after the timelimit expires the next map that gets selected is from the single player campaign. I want it to continue with my map though. In my previous maps (made with worldcraft) I somehow managed to set this somewhere but I can't figure out how with TrenchBroom.
2) I'd like to take screenshots in Quakespasm without the weapon visible but don't know how to go about that either.
Any ideas?
#19640 posted by negke on 2018/05/12 10:43:41
1) You can place a trigger_changelevel somewhere outside the map and point it back and the same mapname. Though I think standard behavior is that a map without any changelevel trigger will always repeat (unless the server has some map list cycle set).
2) Console command r_drawviewmodel 0
#19641 posted by headshot on 2018/05/12 10:45:56
Thanks negke, I'll try that. I had this problem on a ProQuake server and my local Quakespasm, and only with my new map. Thanks again.
Thanks!
#19642 posted by headshot on 2018/05/12 10:55:18
Worked like a charm, thanks again, negke!
#19643 posted by headshot on 2018/05/12 11:01:19
Alright, the weapon model is gone too, but embarrasingly I still need to figure out, how to take the actual screenshot. Man, it's been a really long time...
You Might Have Already Figured It Out But...
#19644 posted by Esrael on 2018/05/12 11:40:39
F12 is the key for screenshot in Quakespasm.
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