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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Setting Target_speaker States 
I'm mapping for Enemy Territory Fortress (www.etfgame.com), which is a mod for Enemy Territory, which uses the Quake 3 engine. I've got a target_speaker that I want to have on and looping at the start of the map, turn off while a particular info_notnull is active, and turn back on when the info_notnull becomes inactive after 30 seconds.

My understanding of target_speakers is that they can only be "triggered" which toggles their state from what appears to be "play" and "don't play", except just triggering the target_speaker using activetarget and inactivetarget from the info_notnull does not work correctly for some reason. The sound starts at map start, then shuts off when the info_notnull is active, but then it never comes back on again.

I've tried implicitly setting the target_speaker to ~active/~inactive, ~active/~disabled, ~inactive/~invisible, and pretty much any other combination that seemed to make sense, but either the sound plays at the exact opposite of when it is supposed to, or it works for the first activation and then never again.

Anyone have a breakdown of how to implicitly control the states of target_speakers? 
Forgot... 
what it was,
AllocBlok:full

argh.... 
Essobie 
I'm not sure, but I know someone who might know, so hold tight, and check back in about 6-12 hours :D 
Qeradiant 1.5 For Q1 
Thanks Blitz, it helped. But I'm sorry, I still have problems. Now I can texture fine in the editor, but the resulting .map file has no references to the used wad file (I checked it with a text editor) and thus the compile fails to put textures in the bsp (although it seems to work otherwise).

The settings menus are really spartan and there's very little documentation about q1 mapping.

I guess I could add the wad references by hand but it's a hack.
How are you doing all this? 
There Is Probably 
a better way of doing this in Radiant, but using my compilers, you can have a wad with the same name as the map file in the same dir (so called default wad). The compiler will use that wad if no wad key exists or the referenced wads can't be found.

You can also use wild card specifications in the wad key (e.g. "mywad.wad;*.wad"). 
Incompatible Demos 
Does anyone have a (preferrably small) Q1 demo file that is corrupt or otherwise unplayable in standard engines (e.g. FitzQuake)? I'd like some test material for a new demo conversion/validation tool. 
Bambuz 
Add the wad information to your map's worldspawn with the following key/value:

"wad"
"c:/blah/textures.wad"


Unless you already did this and it still isn't working, in which case I'm not sure what's up :/


Also: the line length limit on this forum is a fucking joke. 
Sounds 
I looking for new sounds for Quake 1SP. Explosions, breaking glass, avalanches, anything new and ready to play.

I do not know if there is a special format of if I can use wav files without change.

Is there sites that can help can somebody tell me please. 
There Is A Special Format 
As far as I know, the .wavs have to be 8bit/11khz/mono/PCM

You can convert any .wav you find to that fidelity as long as you have a proper audio editor...I'm sure there are freeware programs out there that can do it. 
Marcher Fortress 
Is the monsters in Ben Woodings Marcher Fortress in the public domane?

Do you know were to get them?

Please. 
For God's Sake, Please!!!!!! 
PLEEEEEEEASE! 
The Imp Mr. Kinn Used 
is on this page if I am not mistaken

http://www.gamers.org/pub/idgames2/quakec/monsters/ 
HeadThump 
Great thank you. Do you know of the gauroch.qc?

I think metslime and me want the same thing so I try to get my map finished first. 
I'm Sorry 
I'm drawing a blank. I don't recall what the gauroch is, from Necro-Kell's project maybe? Where is Necros these days anyway? 
Gauroch 
He is a two leg creature that throws blue things at you in Marcher Fortress. There are two types. A white one you see first near the tree when you get up the stairs. And a brown one that is under the bridge. The brown on is harder to kill and he runs at you fast and he throws gold bombs at you. He is good and would like to yous him in my levels. 
Yes, I Recall It, I Just Didn't Know The Name Of It 
regardless of its origin, I'm sure Kinn coded the QuakeC for it so you'll need his permission though you could simply have the end user download the map into their Marcher directory so there would be no need for rebundling the pack file. 
HeadThump 
Thank you for trying but when I place a monster_gauroch in the map it does not appear in the game.

The monster spawning works but exploding walls do not. I have other THINGS in my map that are not in Marcher Fortress. I have built my own progs.dat file from things I have found in the public domane.

I must try to talk to Kinn.

Kinn, are you there? 
BlaGGer 
The Marcher Gauroch, Imp and Spider are models originally from Hexen. Kinn reworked the skins and wrote entirely new code for them.

As a n00b mapper you can't always expect experienced members of the community to deliver their content on request.
Custom code is made available only at the discretion of the author, so unless it is explicitly stated somewhere - in a readme, webpage or tutorial - it is unlikely they want it available for other projects.

If you want to try making your own monsters by the same method - i.e. taking an existing model from a Quake-engine game ( such as one of the old mission packs or Hexen ) and writing new code - you'll get some help here from coders etc.

If you haven't made and released a map before though, it is adviseable to make your first project using only id content i.e. the stuff that originally comes with Quake. You'll avoid tripping up on a lot of technical problems and the like. Once you are more familiar with the basics you'll be in a better position to seek detailed assistance or, better yet, to start working on your own custom content :)

HTH 
Kell 
I understand your explaining.

I will take the monsters from Hexen and will write the code and will ask for help here if I stuck on code. I have demo of Hexen2 and will take it apart now. Thank you for patience with me. 
BlaGGer 
IIRC, out of the custom monsters seen in Marcher Fortress, only the Imp is present in the Hexen 2 demo. You'll have to "take apart" the original full game to get the others. 
Jago 
Thank you. I could not find the gauroch so thought it may not be in the demo. I will not buy the game so I will not get the gauroch. The imp is in the public domane already also the spiders. I am looking at the archer as he might be good for throwing different missiles but I would need to take the bow away or maybe change it.

I have to learn qME first and I have to learn coloring. Does anyone know of sites to learn about converting Hexen to Quake - Google knows nothing. 
Lightwave Vertex Color / Weight Map + Q3map2 
Does anyone know how to get lightwave's vertex color or weight map into q3 maps via q3map2 and use them for rgbgen vertex or the like ? 
I Tried That... 
With ASE models with vertex alpha and vertex colour. I don't think it works. 
Essobie... 
...I'm not sure anyone got back to you, but why not use two target_speaker, one that stops then one that starts? 
Vertex Color Stuff 
anyone one interested should look here http://www.quake3world.com/forum/viewtopic.php?t=4764

thanks for the input shallow. 
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