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EARP:
#20742 posted by metlslime on 2021/08/17 18:21:57
regarding glass:
create a brush for the glass
make it a func_wall
set the "alpha" on that func_wall to a number less than 1, greater than 0
that should work -- in some engines. You say in another post that you are using darkplaces. I can't say whether this will work in that engine. Fitzquake and its variants will support alpha without a mod. There may be some engines that will only support it if running a mod that also supports it.
#20743 posted by EARP on 2021/08/17 21:58:33
@metlslime @dumptruck_ds, @gila
i appreciate the feedback,
quake is one of my favorite games, have played it a long time with my 2 brothers, one reason why i am working on building some maps (will be fun to play something that i created).
@metlslime
yes, i am using dark places
i tried to use quakespasam and when i tried to run it i received a message saying i had to buy a copy of something to run it (i already have quake so i have no idea why it gave me that message).
i have not used fitzquake i do not believe.
i see that it is referencing a mod, seems like i over looked that important piece of info my bad
Map Is Fully Lit - No Leaks
#20744 posted by Pectabyte on 2021/08/25 01:06:26
I'm not sure whats going on here. I've been playing with my lights then all of a sudden my map compiles fully lit despite having no leaks.
Here is my lighting log:
---- light / ericw-tools v0.18.1 ----
Raytracing backend: Embree
running with 24 threads
LoadBSPFile: 'KillBox.bsp'
BSP is version 29
--- LoadEntities ---
23 entities read, 18 are lights.
--- OptionsSummary ---
"light" was set to "325.000000" from map
Embree_TraceInit: Embree version: 2.15.0
Embree_TraceInit:
44 sky faces
1838 solid faces
0 filtered faces
0 shadow-casting skip faces
SetupLights: 18 initial lights
SetupLights: 18 after surface lights
SetupLights: 18 after jittering
--- EstimateLightVisibility ---
0....1....2....3....4....5....6....7....8....9..
Final count: 18 lights 0 suns in use.
Colored light entities/settings detected: .lit output enabled.
--- LightWorld ---
0....1....2....3....4....5....6....7....8....9....
Lighting Completed.
lightdatasize: 30780
Writing KillBox.lit
0 switchable light styles (32 max)
Writing KillBox.bsp as BSP version 29
0.166 seconds elapsed
stats:
2.501321 lights tested, 1.470226 hits per sample point
0.000000 bounce lights tested, 0.000000 hits per sample point
15 empty lightmaps
Out Of The Blue
#20745 posted by madfox on 2021/08/25 02:44:09
Did you delete the earlier *.lit file from your directory?
Textures Not Showing In Compiled TrenchBroom Quake Maps?
#20746 posted by Air on 2021/08/25 21:40:23
So, I've been trying to get into some Quake mapping with TrenchBroom lately(I'm new to this entirely). However, I can't seem to get textures to work; They show up perfectly fine in the editor, but in-game I just get a checkerboard pattern. I've been trying this with the QUAKE101.WAD file.
I've been trying to find info on how to fix this but can't find anything. Here's the compile log if it helps: https://pastebin.com/6GtEByYu
Air
#20747 posted by metlslime on 2021/08/25 21:47:40
Okay well, this message from your compile log is a good clue:
*** WARNING 01: No valid WAD filenames in worldmodel
In Trenchbroom, can you look at the worldspawn entity and see if it has a "wad" property? That should point to the filename and path to your intended wad file.
If that seems correct, maybe it has to do with how you're compiling. Does Trenchbroom handle compiling for you, or are you manually running a batch file? If a batch file, perhaps it can't find the relative path to the wad based on the batch file's working directory.
#20748 posted by Air on 2021/08/25 22:15:44
The worldspawn seems to be correct, and I've been using TrenchBroom itself for compiling.
https://imgur.com/a/tEAKYRC
Here's the parameters, I wouldn't be too surprised if something's off there.
#20749 posted by Air on 2021/08/25 22:33:05
Okay, it seems to have started working once I moved the .map file to the base folder that I'm using, rather than in id1/maps
Reign Beta - My First Q1 Map!!!
#20750 posted by Pectabyte on 2021/09/05 07:39:31
Hey guys, just "finished" my first multiplayer map for Quake 1 and thought I'd post it here for some feedback.
Had a couple questions:
1. How do define my map as a multiplayer map? Its loading as single player map despite me placing multiple deathmatch start entities in the map.
2. How do I get my map to show up in the multiplayer map selector on Quake Remastered?
Map: https://www.dropbox.com/s/hpx1evwrd7oiqty/ReignBeta.zip?dl=0
Screenshots 1: https://www.dropbox.com/s/mjth3xz5tug71ha/20210904214013_1.jpg?dl=0
Screenshot 2: https://www.dropbox.com/s/4zklg6z8n3k1tr8/20210904214022_1.jpg?dl=0
Screenshot 3: https://www.dropbox.com/s/iqgiltdyub7ewk1/20210904214135_1.jpg?dl=0
Screenshot 4: https://www.dropbox.com/s/btjimdjamnyveme/20210904214239_1.jpg?dl=0
Screenshot 5: https://www.dropbox.com/s/35uz08p650g94ds/20210904214252_1.jpg?dl=0
Screenshot 6: https://www.dropbox.com/s/om0of4bexprs9mr/20210904214311_1.jpg?dl=0
#20751 posted by gila on 2021/09/05 09:55:06
#1 - You must be in multiplayer/deathmatch mode. Can do this by setting "deathmatch 1" ( or 2, 3, 4, see https://quakewiki.org/wiki/deathmatch ) and then loading your map. If you start multiplayer game through the menu, that's what the game basically does, setting deathmatch no non-zero (or coop 1 for cooperative play).
#2 - Maps showing in the level select menu I think are configured in a special file you can find in \Steam\steamapps\common\Quake\rerelease\id1\pak0.pak\mapdb.json though I don't know if editing it is a good idea. In case you want to experiment, don't put the edited mapdb.json back into pak0.pak (although you can always verify installation in Steam and redownload 'wrong' files), but rather pack it into pak2.pak file
@Pectabyte
Did you happen to add bot waypoints to this map? If not you might consider it. I haven't tried this but eventually I hope to do a tutorial on it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2580864534
Permanent Powerups
#20753 posted by Text_Fish on 2021/09/14 17:02:31
Is there a hacky way (in vanilla or copper) to make a timed power-up (Quad, Biosuit etc.) last for the duration of the map after picking it up?
Text_Fish
#20754 posted by Preach on 2021/09/16 17:50:44
Probably not - the code for powerups doesn't leave many loopholes. to set powerup state on a player, the code requires an entity with the classname of the actual powerup to touch that player. Only thing I could possibly see working is some kind of trick that teleports a powerup onto the player every 30 seconds, but not clear how to hit that moving target.
As an alternative, consider repeatedly respawning the powerup (using a simple hack), so the player can have the effect continuously, if only they go to pick it up every time.
#20755 posted by Text_Fish on 2021/09/17 23:24:46
Ah-well, thanks anyway Preach. Back to the drawing board!
#20756 posted by Text_Fish on 2021/09/23 18:00:55
I've got a setup in a map (for copper mod), whereby the player has to hit three buttons within a short timeframe in order to open a door that also only remains open for a limited amount of time. If the player doesn't make it through the door in time, they have to hit the three buttons again.
I've got a little black room outside the playable area with three doors (each with a wait of 5), a shooter and a shootable button. Each of the three buttons in the playable area target a trigger_relay. Each of these relays fires the spike shooter and opens one of the doors in the black room. Once all three doors are open at the same time, the shooter will be able to hit the shootable button, which targets the door in the playable area.
So far so functional, but I wanted to display a nice "2 buttons remaining" sort of message as is standard practice, so I also pointed all of the relays to a trigger_counter flagged to repeat. The problem is, the counter won't reset if the player does not complete the sequence in the limited time given them, so if they have another go without completing the three counts, the count goes out of sync.
I hope my description makes sense, because I hope somebody knows how I can fix this or rebuild it more effectively!
Thanks.
#20757 posted by Joel B on 2021/09/23 19:52:34
You could instead have some physical representation of "button presses remaining" visible in the map, controlled by your logic (e.g. glowing rune plaques that change/disappear) ... it's not as clear of a message, but on the other hand some folks might even be happier with that sort of thing than with a centerprint.
Thanks Joel B
#20758 posted by Text_Fish on 2021/09/23 19:55:51
That's a really good idea and could also nicely convey the connection between the buttons and the door!
Some Map Hacks
#20759 posted by Preach on 2021/09/23 20:38:17
Bit of self-promotion here: These map hacks should enable you to put the centerprint messages into your map. You really want to use the hack from the second article, but give the first article a skim because the second one builds on it.
https://tomeofpreach.wordpress.com/2016/02/21/reusable-trigger_counter/
https://tomeofpreach.wordpress.com/2016/02/23/more-reusable-trigger_counter/
Great,
#20760 posted by Text_Fish on 2021/09/23 21:15:55
thanks Preach!
Mirror Model
#20765 posted by madfox on 2021/10/07 05:11:01
Does anyone know if there is a way to mirror a model (mdl)? I have a weaponframe of a hand with a hammer, but it is left handed. I need a way to mirror all frames so they become right handed.
Mirror With QME
#20766 posted by Preach on 2021/10/08 19:03:15
You can do that in QME.
Open the model. Change into Object tools editing mode, and make sure that "root" is selected by clicking in an empty space. Change the settings at the bottom to:
Scope All Frames
Model Relative
Subject Object
Type -1 into the Y box of the Scale control and press enter. Your model will be mirrored, but the triangles will be backwards. Change to Triangle tool editing mode, select all the triangles, then right click and select Flip Triangles. Now the model should be mirrored as desired.
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