#19863 posted by muk on 2018/09/04 03:35:02
r_drawviewmodel 0
to hide the weapon
crosshair 0
to hide the crosshair
change the 0 to a 1 to turn them back on.
#19864 posted by anonymous user on 2018/09/04 03:41:59
I already knew how to do that, but I didn't express myself clearly, sorry about that.
Thanks anyways to both of you, at first I replied before seeing the second message, but that smooth demo tool will surely come in handy.
Button Help - Thanks Muk
#19865 posted by Yuccaz on 2018/09/05 00:23:54
Hi muk, I renamed the target of the train and button and now all sorted, many thanks for your speedy reply. I have much to learn...I'm loving this map building :)
Don't think i'll release anything soon but may be one day once i've figured it all out. cheers Yuc
Importing OBJ As Brushes?
#19866 posted by hakkarin on 2018/09/16 18:59:05
Is this possible to do? I feel the editor tools are too limited when it comes to creating complex shapes so is it possible to create a obj model and them import that as a brush? I know its possible to export brushes as obj so I was wondering if the reverse is also possible.
Rotating Objects In Arcane Dimensions
#19867 posted by that_30_year_old_doomer on 2018/09/16 20:08:34
Hello, this is my first post on Func_Messageboard so I'm pretty new to the rules and the way things work here but I was wondering something.
In Arcane Dimensions 1.7 (the latest release), there was a map (I think it was ad_swampy) that had a contraption which definitely caught my eye. It was two cogs that rotated seamlessly in opposite directions. That may be just a minor detail to any other player, but it was quite amazing how smooth the rotating motion was.
Now, I know that this was done in Scourge of Armagon by hipnotic but the rotation there is not smooth at all...more clunky. And I read somewhere that the way in which the rotation was done there was very cumbersome and complex.
So I was wondering...how did the maker of that AD map make such rotating entities? I am new to quake mapping so I do not know if this is possible already but I'd certainly like to know how it was done. I'd love to have such a feature in one of my maps (if it is possible at all). If anyone can help me with this I'd be very grateful!
Hakkarin
#19868 posted by ericw on 2018/09/16 22:08:12
#19867
#19869 posted by madfox on 2018/09/16 23:54:25
If you're familiar with coding you could collekt that info in the dev_kit1.7, that Sock distributes at his site.
Arcane_dimensions_devkit1.7
#19870 posted by Qmaster on 2018/09/17 02:30:34
It might be using .avelocity vector to rotate. If I recall that makes a brush entity rotate constantly. Just add key|value of avelocity and something like 0 100 0 for the value. You'll need to use the entity state system and a separate func_wall for the non rotating one.
Rotating Brushes
#19871 posted by muk on 2018/09/17 04:09:21
Source .map files are included with AD. Load it up in the editor and check it out. :)
Quoth Problems With Some Entities
#19872 posted by bartekmil on 2018/09/18 14:34:47
I'm making a little map for Quoth but for some reason when I use the builtin trenchbroom quoth .fgd the bioboxes(they are just themed exploding barrels) don't appear in the map.
Other entities like plasma gun, forcefields, modified grunts and skyboxes appear fine
I tried to make a workaround by manually loading the .fgd from the downloaded quoth folder and although bioboxes appeared in the map the entity previews were messed up in TB(https://imgur.com/a/d772C8V) which makes placing entities harder
I assumed I would just use the builtin for placing entities and then manually load the new one for compiling, even though that is tedious.
But now even with the manually loaded .fgd bioboxes are gone!
Any help would be much appreciated, thanks!
#19873 posted by Joel B on 2018/09/18 19:23:04
Make sure you have "developer 1" set in the console, so that you will see messages about entities falling out of the level.
It may be that something about the displayed bounding box for those entities is misleading (and therefore they might be placed too low or whatever).
@barketmil
Johnny is correct. Most likely this is the issue. IIRC quite a few of those entities in the FGD are a bit borked. I will ask around if there is a more up to date FDG that corrects this... TB has some FGD features that weren't available in WC and JACK. Maybe some one solved this.
#19875 posted by ericw on 2018/09/18 20:46:14
I updated the Quoth fgd included in Trenchbroom in v2.0.4, prior to that it had some minor things missing compared with Preach's master (a few extra flags etc.), but it should be up to date now. I'm not sure what the underlying cause of the bounding boxes seen in editor not matching what the game requires. Best bet is "developer 1" in the Quake console and giving problematic ents extra room.
#19876 posted by digs on 2018/09/23 07:51:43
I made a very large map and the procedure vis is very long (in 7 hours only 30-35%). Whether there is a sense to use func_detail (as it correctly to use?) and whether it is possible for something to undertake still?
#19877 posted by negke on 2018/09/23 09:25:36
Depending on the architecture on openness of the map, detail brushes can potentially save you a lot of VIS time. You'd have to restart the process, though. Normally, it seems VIS takes exponentially longer the closer it gets to 100%, so if you're already 7 hours in at only 30%, you can expect the whole thing to take a very long time.
Modern VIS saves the progress, so you can simply CTRL+C the process and do a func_detail test on a map with a different filename (and resume the current one if it proves unviable).
Turn structures into func_detail that do not block visibilty, for example columns, beams, and things sticking out from the walls. If you have terrain, like rocks, it can be helpful to make them func_detail as well while putting a flat brush behind it to seal the map.
#19878 posted by digs on 2018/09/23 16:35:08
Thanks negke!
First start "vis" I had
14128 leafs
13820 clusters
48755 portals
After adding a few details, I got the following:
14184 leafs
13244 clusters
46904 portals
What affects the processing time? Leafs or clusters?
#19879 posted by ericw on 2018/09/23 19:55:52
Number of clusters and portals should be what determine the processing time.
The idea with func_detail is they're invisible to vis, so you have a simplified version of the map for vis to work with. A "cluster" is a leaf in the simplified map that vis sees.
#19880 posted by digs on 2018/09/24 04:12:27
Thanks, ericw
Testin Deathmatch Maps
#19881 posted by MOKO on 2018/09/25 13:35:37
Hi Guys,
I am new here, so welcome everybody.
I am having a lot of fun from creating quake maps, but doing only deathmatch maps.
Would anyone be so kind and take a look on it from multiplayer point fo view and advice how to improve it ?
Map is already after few iteration of play -> adjust map. I think it is playable, we have had lot of fun at lat iteration :)
Anyone want help I will apreciate.
Lighting Problem
#19882 posted by Sir_Random on 2018/09/25 14:24:58
Hi guys, I've been coding/modding since the early 80's, but I'm new to Quake mapping and I've been working on my first map for over a month. After a long edit session I compiled the map and now the lighting is messed up (blotchy shadows everywhere) I thought I had accidentally placed a light outside the map boundaries but I can't find any so I'm at a loss. I tried searching the forum for lightmap/shadow issues but couldn't find an answer so I'm hoping you guys can save me from despair. Thanks
Sir_Random
#19883 posted by moko on 2018/09/25 14:50:09
Hi,
maybe you have added light with very high light value
Drop me MPA file if you want me to inspect.
#19884 posted by Sir_Random on 2018/09/25 15:25:47
Thanks moko, I presume you mean MAP file? how can I send it to you?
I'll check the lights (200+)
Or Maybe Just An Old .lit File In The Maps Dir?
#19885 posted by negke on 2018/09/25 16:39:18
Moko: You could post the level in the Screenshots & Betas thread for people to download and check out if they are familiar with deathmatch.
Negke
#19886 posted by Sir_Random on 2018/09/25 17:07:35
Thank you SO much, it was a .lit file!! I tested the _color attribute on a light, then deleted the light but didn't think about deleting the .lit file. All part of the learning curve I guess.
Thanks again for the help negke, I've really enjoyed playing your maps too!
thanks moko for your kind offer of assistance.
Now back to finishing this map :)
MOKO:
#19887 posted by Joel B on 2018/09/25 17:32:56
I'm sure there are folks here (including me) who would be happy to look at your map and give opinions, but for the most part we're not expert Quake MP players. At least not these days. :-)
You might want to also look in on the quakeworld.nu maps forum: https://www.quakeworld.nu/forum/12/maps-textures
It's not super busy, but it does keep ticking along.
And there's the QuakeWorld Discord server, if you do the Discord thing: http://discord.quake.world/
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