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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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Phait: 
What kell said. See that floating brush in your second screenshot? Noclip inside there and see what you find. 
I Did Noclip 
And saw nothing. :| 
Help 
Can someone help MadFox as I do not quite understand his problem and would therefore benefit from knowing the answer - you know, reverse logic.

Besides which, I was thinking of using rats in my next level. 
Phait 
It depends what engine you use. In a software engine the Q brushes are visible. In FitzQuake they're not. I assume this is related to the more efficient unseen face culling thing. But take our word for it, the brushes are there at least for the compiling of the map and therefore shadowcasting. 
Mike/MadFox 
I'm afraid I don't quite understand the rat problem either. Sounds like it might be to do with the position of the model relative to the entity origin, but I dunno. It may also be a qc thing, which ain't my field of expertise :P 
Phait: 
oops, yeah, i guess they're not actually visible in fitzquake, unless you set r_oldskyleaf to 1. 
MadFox 
Have you downloaded the rat model and .qc from somewhere or have you created them from scratch yourself? 
Too Many Light Styles On A Face... 
I have this really neat idea that I want to implement in my hangar:

as the bay doors close, there are 10 light entities that successively turn off. The 1st light turns off at 3 seconds (it's 2500 bright), the 2nd one turns off at 4 seconds (it's 2300 bright) and so on, for 10 lights that each decrement by 200. The effect would be vanishing light inside the hangar, since the doors are closing. While it works with smaller light values and less lights, I'm getting a bunch of:

WARNING: Too many light styles on a face
lightmap point near (-1032 -833 -152), tech04_8
light->origin (-2560 -1024 128)
WARNING: Too many light styles on a face
lightmap point near (-1102 -837 -175), crate1_top
light->origin (-2624 -1024 128)
WARNING: Too many light styles on a face
lightmap point near (-1102 -837 -175), crate1_top
light->origin (-2592 -1024 128)
WARNING: Too many light styles on a face
lightmap point near (-1102 -837 -175),


I guess I'm not surprised, but might there be any way of implementing my idea without error? It would be a dramatic effect I haven't seen used before. 
Rat.code 
I made the rat.qc partly by observing the progs.dat from Malice, partly myself.
Just went on untill friqqc did.'t give errors.
Then Necros helped me with a part.

The model just sinks in the groundbrush, like
http://members.home.nl/gimli/rat00.jpg

I first thought the rat.mdl wasn't well placed.
But I think it has something to do with the rat.qc
It also has a bite function, but apparently something in the rat.qc went wrong.

I placed it as a file, maybe somebody can take a look at it?
http://members.home.nl/gimli/rat00.zip

thanks. 
Phait 
You can't have more than four light styles (including ambient) on each face. Too many switchable lights in one area saturates this very quickly. 
Also... 
brighter lights reach farther, so they are more likely to overlap. 
Just An Idea... 
Do you know any QC? If so it could be easier for you to simply make a new light style which is a single light which starts off bright and gradually fades. 
No QC 
I have a grasp of programmming syntax and stuff carried over from some PHP'ing, but I'm too weak-minded and impatient to really pursue any coding, even QC (as easy as they say it is) 
Dodgy Rat 
I have had a quick look at this rat problem and can see that no matter how you place the rat, he always 'lands' in the map with his paws 8 units below the surface.

I have compared the rat.qc with the dog.qc but cannot see anything obvious (yeah, OK, dogs are bigger than rats), so my question is - what determines the position of the lowest point of the model?

This line

setsize (self, '0 -8 -8', '08 08 16');

can adjust the position but I can only get the rat to 'land' lower. What is the realtionship between the two Z vector values? Also, is there a relationship between these figures and the '$origin' value?

Like MadFox, I am also trying to learn QC.

As always, any help you can give will be appreciated.

Ah, hold on. I have just "aligned" the ents.qc
/*QUAKED monster_rat (1 0 0) (-8 -8 -24) (8 8 40) Ambush
*/

the rat.qc entry
$origin 0 0 24

and the rat.qc entry
setsize (self, '-8 -8 -24', '08 08 40');

and the pretty little rat now sits on top of the floor correctly.

OK Madfox, all we've got to do now is figure out why the little bugger runs backwards and also why, when you shoot him, a corpse appears angled at 90 degrees and why the ghost of the rat continues to run backwards. But hey, we'll get there!! 
They Come With Dozens 
I just realized it had to do something with the placing of the rat.mdl
I lifted the rat.mdl with the Quark4.07 model editor, and now it is also on its feet!
I also turned all the frames 180 degrees, and now it is running good.
http://members.home.nl/gimli/rat01.jpg

Great you found it that way Mike!
In the start rat.qc I changed

$frame squishb1


void() rat_stand1;
/*
===============================================
RAT CODE


into

$frame squishb1

void() rat_stand1;
void() rat_run1;

/*
===============================================
RAT CODE



You were right with the dog.qc
I was trying to compare something of the same origin. I know there were more tricks in the Malice convertion.
The rat could also jump and attack.
But I think that needs more knowhow of the Qc-options.
I always thought they just replaced the dog with the rat. But in Malice they come with dozens, without hitting the eddict-count! 
Squeek 
I tried your changes to the rat.qc, and you are right. Only I can't see the mouse walking.
But the model is then placed on the excact 0 grid of the ground brush.
http://members.home.nl/gimli/rat02.jpg

I changed the rat.mdl in the download zip.
It now walks straight ahead, but there is always one I can't kill. Holy Mouse!
http://members.home.nl/gimli/rat02.jpg 
Argh 
double picture, the last one is ment
http://members.home.nl/gimli/rat03.jpg
for seeing the change in height. 
Final Rat 
I think the rat.qc is better now.
They can bite too, only sound gets stuck.
Just 12 mouses, but they're hard to fight.

http://members.home.nl/gimli/rat01.zip 
Rats... 
MadFox 
Is the Malice QC source not available? I'm fairly sure that would be quite useful in this case :}

(I bet all the links to it would have gone dead years ago though :{ ) 
Cd Tracks 
Can I rip the CD tracks from the Quake1 CD and save them onto my hard drive and get the music in-game or do I always have to have the CD in the drive? If so, how? 
CD Tracks - Depends If You Like Darkplaces.... 
The more recent versions of darkplaces support replacement CD tracks for quake mods, by adding a file sound/cdtracks/trackxxx.wav or sound/cdtracks/trackxxx.ogg to your mod/base directory. xxx is the number of the track, so track004.wav would be the replacement for track 4.

However, if you
a) don't like darkplaces
b) don't like ogg
and/or
c) don't like huge .wav files that wipe out your disk space
then you're pretty much out of luck. I guess for the first one you could try to fiddle with the source code to add the relevant dpextention to your own favourite engine, but that's a lot of effort to save a bit of disk swapping. 
Preach 
Thanks for the info. I am happy with .ogg, also happy with huge .wav files (I have obscene amounts of HD space) but unfortunately, FQ is my engine of choice.

Oh well, it seemed like a good idea at the time. 
Good To Watch Your Cheese Bowl, Necros 
I already search years ago for the Malice qstats. Only Rogue and Hipnotronics give their
SOA.qc and DOE.qc for free.

Could be illigaly of me distributing these rat.mdl! They belong to the Malice convertion,
which is: strictly commercial.

But I like to learn something from the qc programming. That's why I am glad I've got these rats running. I am searching for it a long time now.

Now I am so far I've got them running, there is one thing left.
When I use a Path_corner on them I get blacked out with a :

callo 1446 (?]
ai.qc : ai_run
rat.qc : rat_run1
monsters.qc walkmonster_start_go
(no function)
stack overflow
host error : program error
 
Music 
lol, of course, just start winamp on the background while playing?
alt-tab to switch songs if fitzquake doesn't support the mp3 menu (don't remember, probably not). 
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