#20108 posted by
digs on 2019/04/12 17:06:19
I have path with 3 path_corner ("wait" "-1"). I made 2 trigger_once for start func_train. But only one works. How to make to move to the next path_corner only in the event?
Digs
You can't... wait -1 stops the train permanently.
#20110 posted by
metlslime on 2019/04/12 19:24:31
rubicon 2 source has this feature ... every time it's triggered it starts moving again.
I took a look at your source a while back, I'll add it to progs_dump for the next final release. It keeps coming up so ppl want it.
Quick Question.
#20112 posted by
Nolcoz on 2019/04/13 23:29:52
I have seen in some maps glass that is transparent and I couldnt find any help on how to do this.
Can anyone tell me how to do something like this?
Nolcoz
#20113 posted by
bal on 2019/04/13 23:48:55
"alpha" key on brush entities, from 0 (invisible) to 1 (opaque).
Water Fullbright/minlight
#20115 posted by
A_COC0NUT on 2019/04/14 22:08:48
Is there any way to make it so water is not a set brightness? I'm using waterfall textures from ikwhite that fall into a vanilla water texture. I need either a way to set the water texture to not be fullbright/minlight or a better texture set for a waterfall into a body of standing water. Thanks for any help.
^^^^
I have not tried this but you try a func illusionary brush above the liquid with a black texture and set alpha between 0 and 1 (i.e. 0.5) to darken the brush underneath.
Good luck!
@dumptruck_ds
#20117 posted by
A_COC0NUT on 2019/04/15 21:34:22
Thanks. I'll give that a try.
Different Music Tracks In One Map?
Hi!
I'm still trying to get more atmosphere to different sections in my map.
Does anybody know if there's a mod or something to play different music tracks in a map, activated by a trigger?
#20122 AD(Arcane Dimensions)
#20123 posted by
damage_inc on 2019/04/23 21:40:44
Has "trigger_cdtrack"
I'm sure you could look at the QC and use that in your own progs.dat if you did not want to use the whole Mod.
@_GunStHighway
#20124 posted by
madfox on 2019/04/23 22:11:00
Short tutorial from Inside3D.
Quake1 Background Sounds
@damage_inc And Madfox
Thanks. I'm testing this and tell you if it works.
Best wishes
Gunny
Noob Question About Removing Limits
#20126 posted by
Strydom on 2019/04/24 09:24:54
Hi. I am new to mapping, and working on my first quake map, for AD mod. I am using the latest Quakespasm and Trenchbroom 2.
I am about about halfway done with the map, and seem to have hit the limits. When I compile, no lights and everything is dark.
From scouring the net, I understand I need to use BSP2 and sv_protocol 999 ?
How do I do this ? Where do I change these things ?
From scouring the net, I understand I need to use BSP2 and sv_protocol 999 ?
You 100% do not.
#20128 posted by
bal on 2019/04/24 11:57:40
No lights and pitch black map does not sound like something related to hitting any BSP limits, you probably broke something else.
To test bsp2, just put -bsp2 in your qbsp.exe params.
Compile With Light
#20129 posted by Pro Tip on 2019/04/24 14:44:53
Try running LIGHT.exe when you compile. Tends to brighten things up sometimes.