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 It feels so detached an out of date with how you can just make a model and slap it into your unity games today.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.
#19645 posted by headshot on 2018/05/12 12:28:45
Thanks esrael. I posted a few shots in the terrafusion discord.
#19646 posted by mafon2 on 2018/05/17 07:45:22
Hello, there are textures with alpha channel on some maps, usually used for cobwebs and grass. How do they do it?
Alpha Channel Answer
#19647 posted by damage_inc on 2018/05/17 08:55:49
Textures in a .wad file, whose name begins with { and use the garish pink color(255?) of the Quake palette will, in engines that support the feature, be rendered as "alpha".
I Should Have Included This...
#19648 posted by damage_inc on 2018/05/17 09:03:22
@mafon2
These are called fence textures. You'll want a texture in your wad that begins with a bracket "{". Here's a wad with a couple of grates:
http://www.quaketastic.com/files/texture_wads/knavejam2017-defullbright.wad
1. make a brush
2. make that brush a func illusionary
3. apply the skip texture to the whole brush
4. then apply the fence texture to just the faces that the player will see
5. use clip brushes to enable collision on the brush if needed. i.e. walking on a grate you would want this.
My map from jam 9 jam_dumptruck has an example. It's in the map source folder. The grates are near the info_player_start (map requires Quoth to play.)
https://www.quaddicted.com/reviews/func_mapjam9_2.html
Good luck!
And...
#19650 posted by damage_inc on 2018/05/17 09:15:31
Since I'm so full of fail tonight a third, and final(?) post on this!
In editor create a brush, apply a "skip" texture to the whole brush then select a single face and apply your "alpha'd"(cobweb) texture.
Now, turn that brush into a func_detail_fence or a func_detail_illusionary(non-solid) and add a key/value pair of: _mirrorinside "1"
This requires you to use ericw's tools for it to compile correctly.
If you need any more specific help than what I have stated... ask away.
#19651 posted by mafon2 on 2018/05/17 11:00:41
Thanks to all. It's amazing how helpful this community is.
#19652 posted by mafon2 on 2018/05/17 11:02:09
Thanks to all. It's amazing how helpful this community is.
Does vanila Quake have grates/fences textures? I'm asking, 'cause I don't recall it to, and default wad has none.
@19652
#19653 posted by Spud on 2018/05/17 11:04:14
It does not, and vanilla Quake doesn't actually support alpha-masked geometry textures, only 2D elements (HUD and sprites)- one of the few if any objective steps backwards compared to Doom.
#19654 posted by digs on 2018/05/18 12:19:45
Why they is black? How fixed it?
http://uploads.ru/LtTb0.png
#19655 posted by digs on 2018/05/18 12:39:59
It's in quakespasm.
In fitzquake normal light, but for this monster only.
I think because they stand on func_train. In the air, far from surfaces, the monsters are also black in both engines.
#19656 posted by Qmaster on 2018/05/18 14:27:29
They are lit by the point directly under them. Either add a light source on the ground below inside a black func_illusionary brush or possibly add _minlight to them.
#19657 posted by digs on 2018/05/18 15:02:47
I have a brush of the sky that the floor is made of. I made the bottom surface with a different texture. It returned normal lighting
Create A Func_illusionary Floor With Sky Texture
#19658 posted by Qmaster on 2018/05/18 17:15:00
About 16 thick and 16 above the floor with a normal texture.
@digs
#19659 posted by spy on 2018/05/18 19:30:18
Music
I'm wondering if there is any way to set it so when a level is started, it plays a song from quake, I know there is a property for entities called "music" but i don't know what to use the property on if that is what you use for the music
In Vanilla Quake Or A Mod?
#19661 posted by Qmaster on 2018/05/25 03:37:48
Vanilla
QuakeSpasm
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