Shaking The Camera More Than Michael Bay.
#30794 posted by spy on 2019/02/01 14:57:44
depends on the mouse sensitivity, i used to play with 20 something bUck in the days, and 5-6 now
Fgd Settigns For .bsp Models In Misc_model
#30795 posted by Reyond on 2019/02/08 23:14:02
Hello, I place models on the map in Trenchbroom using misc_model entity and I have some code for fgd file which works with mdl models. I wonder is it possible to display bsp models in editor? Which code should I use in this case? Here is the fgd settings that I use:
@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model : "A point entity for displaying models. A frame range can be given to animate the model.
mdl: The model to display. Can be of type mdl, bsp, or spr.
frame: Single frame to display. Can also be used to offset the animation.
first_frame: The starting frame of the animation.
last_frame: The last frame of the animation.
speed: The frames per second of animation. Divide 1 by the fps for this value.
angles: pitch roll yaw (up/down, angle, tilt left/right)
NOTE: set angle value to 0 if using angles key to rotate mdls"
[
model(string) : "Model Selection (ex progs/model.mdl)" angles(integer) : "set 'angle' to 0 if this is used"
]
Reyond
This might be a limitation in TrenchBroom or FGDs in general. ( I assume someone will jump in if I am wrong) You will likely have to add each BSP model by hand to the FGD. Note the bogus classname misc_model_custom. I think you'll need that to keep the misc_model from be superseded by this new one.
Perhaps try a new entry that looks like this:
@PointClass base(Appearflags, Target, Targetname) model({ "path": ":directory/nameofbsp.bsp"}) = misc_model_custom : "my model" []
I have no idea if this will work but it's what I would try.
I‘m Not Sure What The Question Is
#30797 posted by SleepwalkR on 2019/02/09 07:35:29
But TB definitely supports loading bsp models, and it also supports entities where the model, frame, and skin is specified using entity properties rather than hardcoding them into the fgd. This is explained in the manual.
Hey, Bal!
#30798 posted by generic on 2019/02/10 04:23:06
Get on Twitch already and do some more mapping. Come on!
Reply To SleepwalkR
#30799 posted by Reyond on 2019/02/11 18:30:53
Do you know how to make it work?
@Reyond
For this custom bsp model stuff you do need to edit your .fgd file. Take a look at Display Models for Entities in the manual. What you want to use is under the Advanced section below:
Yes I Know How To Make It Work
#30801 posted by SleepwalkR on 2019/02/11 20:02:17
Read the manual and look at the examples ;-)
Problem With Bsp
#30802 posted by Reyond on 2019/02/12 15:24:46
I can already display custom MDL models. I can display bsp models. But I can not display custom bsp models for which I should make path in entity properties in the editor. There is not even a word about displaying custom bsp models in TB manual. So that is why I am asking here
@reyond
Treat the bsp the same as you would an mdl. Same syntax just use .bsp instead.
@dumptruck_ds
#30804 posted by Reyond on 2019/02/12 23:29:02
@PointClass base(Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : model}) = misc_model
what exactly should I change here?
#30805 posted by muk on 2019/02/13 00:30:45
@PointClass base(Appearflags, targetname) size(-16 -16 -16, 16 16 16)
color(255 128 64) studio({
"path" : mdl,
"skin" : pos2,
"frame": pos1
}) = misc_model : "Misc Models" [
spawnflags(Flags) = [
2 : "Collison" : 0
64 : "Start Off" : 0
]
mdl(string) : "Model to load (progs/model.mdl)"
angles(string) : "pitch roll yaw" : : "up/down, angle, tilt left/right "
ideal_yaw(choices) : "Y axis rotation" = [
0 : "No rotation"
1 : "Random"
]
pos1(string) : "Frame Selection" : : "X=0, Y=0, Z=exact frame number, X->Y, Z=0 : will randomly pick a frame from the X,Y range, X->Y, Z=-1 : will animate between the X,Y range, can forward or backward setup"
pos2(string) : "Skin Selection" : : "X=0, Y=0, Z=exact skin number, X->Y, Z=0 : will randomly pick a skin from the X,Y range"
]
now paypal me like $4 USD for some beer. thanks!
#30806 posted by muk on 2019/02/13 00:31:06
this is what i have set for AD, btw
No Beer For Muk But Thanks :)
#30807 posted by Reyond on 2019/02/13 00:43:20
But it still does not display .bsp models. Nothing changed
#30808 posted by muk on 2019/02/13 01:13:49
screenshot of the entity keys and directory in which to bsp is placed, please
Restrictions
#30809 posted by Reyond on 2019/02/13 21:46:15
Seems like there are some restrictions for the model. My models are big and high-poly so TB do not display them. I created a small box and compiled it as bsp. This box is displayed in TB as model. So the problem is in amount of polygons that are allowed for the model for displaying in TB. I wonder if someone knows how to fix that
Or May Be Just The Wrong Folder
#30810 posted by Reyond on 2019/02/13 22:22:45
Or may be the problem was because my map was in "models" folder, while the box model was in "maps" folder. When I added high-poly model to maps folder it worked. Thanks for everyone for help :)
Age Of The Quake-universe
#30811 posted by Ultrabepis on 2019/02/17 00:44:13
I had a discussion on Discord recently about how old the Quake-levels are supposed to be, or what age, if any, they are supposed to represent. There are so many conflicting architectural styles in them that they are hard to place, but due to their seemingly low-tech appearance with a dependency on magical(?) elements for things like lighting, one could say at youngest they'd be from the 1800's, and to the oldest, maybe millions, even billions of years old?
Are they just a refraction of human history over the years that they have taken in through rifts in time, or portals, or has id Software already explained this somewhere?
@Ultrabepis
#30812 posted by Tribal on 2019/02/17 02:06:30
I don't know about the castles or the temples, but i think the base maps are from the 50s because of the huge computers they have in there (i know that in the 40s these computers already existed, but the color tv was invented in the 50s and we can see color monitors in the game).
And, since Nikola Tesla claimed to have invented a "death beam" (a huge electric power weapon) in the 1930s, i think the military could used this time to improve the weapon and make a more compact version (that we know in the game as the lightning-gun)
So yeah, to me, the quake campaign/story is happening in the 50s...
In My Head
The episode 4 places were already ancient by the time the numerous castles in the Realm of Black Magic were being built.
The runic maps could possibly be from an even earlier time, since it's kind of supposed to be the equivalent of Hell itself.
#30814 posted by anonymous user on 2019/02/17 12:41:33
The age is irrelevant since those places aren't in Earth. Only the base maps are.
Each base has a teleporter to another dimension. The E*M2 maps are actually the first map of each dimension. The E*M1 maps are still in Earth.
E1M2➡E1M3➡E1M4➡E1M5 are physically connected through doorways, so they're all in the same planet.
All of the runic maps (including E1M6, E1M7 & E1M8) are connected through teleporting portals, IIRC. Given the amount of runic maps, it should be safe to assume that at least most of them are in a single planet. E1M8 could be in a lower-gravity planet, though.
The age is irrelevant since those places aren't in Earth
Not even the dimension which contains the Rune of Earth Magic?
Lol
#30816 posted by Kinn on 2019/02/17 14:05:10
id software put about as much thought into the age of the quake "castles" (or whatever) as they put into the story you'll find in the printed booklet.
"While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast!"
Tolkien-level world-building, this ain't.
#30817 posted by mankrip on 2019/02/18 12:44:51
One of Quake's game designs was about enemies invading from fantasy/fairytale worlds. Thus the ogre, knights and the cancelled dragon. Later on this was mixed with Lovecraftian horror, and zombies.
They put a lot of thought on the story, but not enough to make it cohesive when cutting features.
Age Of The Quake-universe
#30818 posted by Ultrabepis Arcade Edition on 2019/02/18 14:27:33
It seems that there is some rather Quake-inspired architecture in the upcoming DooM. I wonder if they intend to blend the universes to make them all belong to one.
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