Two Questions
#20230 posted by gillandro on 2019/07/14 04:14:54
1. Hi I am trying to make an elevator in my map... the problem I am having is the elevator is triggered by a button... the only problem is when it gets to the bottom it comes back up... how do I make it stop till triggered again at the bottom of the elevator shaft? thanks.
2. I am trying to make triggerable enemies but when i set them some where and apply a trigger to a dog for example i pass the trigger point and it still sits in the spot i had put it....
#20231 posted by Shambler on 2019/07/14 09:50:11
1. There should be a flag to set the elevator to just toggleable.
2. Double check targetnames etc. Should just be a matter of trouble shooting.
Gillandro
#20232 posted by Preach on 2019/07/14 16:01:52
Often the trick to making an elevator that does what you want is to use the func_door class instead, and vary the lip field to get the height you want. In your case you will want to apply the TOGGLE spawnflag to your "door" so that it never moves without being triggered.
Preach
#20233 posted by gillandro on 2019/07/14 17:30:28
thank you for your help... but what is the plat function for?
Specialised Task
#20234 posted by Preach on 2019/07/14 18:08:38
func_plat is designed to be an self contained platform that doesn't need any other triggers to function. So it automatically rises when the player steps on it, and automatically descends again afterwards. It's not useless, but it can't really be customised if you want it to behave differently.
Door Issues
#20235 posted by gillandro on 2019/07/14 18:32:50
how do you get a door to go up and down instead of side to side? thanks.
Re: Door Issues
#20236 posted by muk on 2019/07/14 22:59:07
Set the angle to -1 for up, -2 for down
Secrets
#20237 posted by gillandro on 2019/07/15 16:33:39
Hi all... I was wondering... when I make a secret door to hide maybe an item or something... what do I do to make the game display a "you have discovered a secret"
message? I know I would probably have to trigger it... or is it in the secret door function as an option? thanks.
Secrets
#20238 posted by gillandro on 2019/07/15 16:33:41
Hi all... I was wondering... when I make a secret door to hide maybe an item or something... what do I do to make the game display a "you have discovered a secret"
message? I know I would probably have to trigger it... or is it in the secret door function as an option? thanks.
Secrets
#20239 posted by gillandro on 2019/07/15 16:36:08
never mind...found it just wasn't sure how to delete my previous post about the matter thanks.
Gillandro
I think you missed my post above with the YouTube link that explains plats and doors. Here's the link again:
https://youtu.be/TQ8MN8V0JuE?t=233
also here is a long video that explains how secret doors work.
https://www.youtube.com/watch?v=jw1c7O5WkbI&t=334s
Where Do Black Ops 3 Mappers Lurk?
#20241 posted by Jago on 2019/07/16 06:39:40
Not really sure if this belongs here or in the General thread.
Since creators of custom maps for Black Ops 3, both multiplayer and zombies mode, do exist, where do these people "hang out"? I went through a few large discords I could find, but they had no mapping/modding channels. Wasn't successful at finding some forum-based community either.
What gives?
Blops Custom
#20242 posted by ww on 2019/07/17 23:52:43
3 seconds later and google autocomplete delivers
https://discordapp.com/invite/PncbcvT
#20243 posted by Thulsa on 2019/07/19 16:54:04
Perhaps it's more for general abuse, but I'm not sure.
Was there ever an all-colab jam? I.e. every map was worked on by 2+ people (or exactly 2 people, but that doesn't mean one person couldn't colaborate on multiple maps or with multiple people).
TIA!
There's Literally One Ending Today
sm199
#20245 posted by Thulsa on 2019/07/19 16:58:33
XD I knew the name was "Tag Team Championship!" but didn't really connect the dots. Thanks!
#20247 posted by ws on 2019/07/20 23:49:28
So I have a pretty simple map with a circular wall around it and just one light, the sun. Its mangle set to 0 -90 0 (straight down according to ericw's documentation). Yet one side of the wall is completely dark, while the other is bright. As if the sun was at an angle. Why could this be? How do I make the sun light all sides of the map evenly?
#20248 posted by mfx on 2019/07/20 23:55:16
try the sunlight_penumbra worldspawn settings, a value of 8-12 gives good results.
Else, a small sunlight2 value might help.
Your circular structure needs to be centered at 0 0 0 of the world to work correctly if i remember right.
#20249 posted by ws on 2019/07/21 00:30:01
Thanks for the suggestion. I actually figured out what the issue was. I had bounce lighting enabled and had only filled in architecture on one side of the map so far, so the undeveloped side had nothing for the light to bounce off of.
Np
#20250 posted by mfx on 2019/07/21 00:36:43
i'd still suggest to at least try the penumbra effect.
What The Hell Do I Do
#20251 posted by ijazz2019 on 2019/08/01 15:06:45
---- vis / ericw-tools v0.18.1-32-g6660c5f ----
running with 4 threads
testlevel = 4
LoadBSPFile: 'E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic'
************ ERROR ************
Error opening E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic: No such file or directory
That was for the vis.
---- light / ericw-tools v0.18.1-32-g6660c5f ----
Raytracing backend: Embree
running with 4 threads
LoadBSPFile: 'E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18'
************ ERROR ************
Error opening E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18: No such file or directory
That was for the light
---- qbsp / ericw-tools v0.18.1-32-g6660c5f ----
Input file: E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic.map
Output file: E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic.bsp
---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
54 faces
9 brushes
5 entities
5 unique texnames
28 texinfo
Opened WAD: E:/C to E/New folder (2)/zv/development/quake-tools/texwads/sewerjam_wad/sewerjam_metal.wad
Processing hull 0...
---- Brush_LoadEntity ----
9 brushes
24 planes
---- CSGFaces ----
54 brushfaces
61 csgfaces
61 mergedfaces
---- SolidBSP ----
103 split nodes
34 solid leafs
70 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
200 leaffaces
197 nodefaces
---- Portalize ----
70 vis leafs
70 vis clusters
156 vis portals
---- FillOutside ----
55 outleafs
---- MergeAll ----
30 mergefaces
---- SolidBSP ----
20 split nodes
10 solid leafs
11 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
82 leaffaces
52 nodefaces
---- Portalize ----
qbsp works fine.I see no leaks.
#20252 posted by Thulsa on 2019/08/01 22:15:08
Put stuff in a shorter directory without spaces and try again.
#20253 posted by metlslime on 2019/08/01 22:36:18
seems like the qbsp didn't finish -- unless it has more output than what you pasted.
light/vis seem to be complaining they can't find the bsp. can you confirm that a bsp file exists in that folder?
also, light seems to truncate the bsp name when printing its error, while vis prints the whole name.
Metl,Thulsa
#20254 posted by ijazz2019 on 2019/08/02 07:03:02
I made a small bat file
qbsp.exe textic.map
light.exe textic.bsp
vis.exe textic.bsp
It worked,for some reason.
Yes,there were both BSP and map in the directory.
The map and bsp is named test1 now.Not textic.
I still don't get that ericw-tools bsp name appearing in the light log.
|