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Metl
#3802 posted by aguirRe on 2005/07/04 03:38:16
Yes, the original GLQ had bad handling of missing skins; it displayed them in some psychedelic colours. I also just copied WQ handling (reset skin to 0) and added a warning. A lot of paks have skin problems too, e.g. the original Source of Power.
Often the pak author added new skins to the main mdl, but completely forgot about the corresponding h_* mdl (gibbed head). Gibbing a Custents' baby shambler could e.g. cause an engine crash.
Trigger_multiple
#3803 posted by R.P.G. on 2005/07/04 07:53:17
Is there a way to make a trigger_multiple be triggerable by monsters?
#3804 posted by Kell on 2005/07/04 08:26:18
If you mean 'by walking into it' then no, not in default id progs. Only by monster death -> target -> targetname.
With custom qc, probably. Monsters certainly can use trigger_teleports, so presumably a custom trigger can be created that allows monsters to affect it. Preach would be able to answer that question.
Phait Re: Tex Scaling
#3805 posted by Kell on 2005/07/04 08:40:28
Overscaling textures does not, in my experience and as far as I know, have any negative effects on either the map or the engine. It's purely a matter of aesthetics.
Dag
#3806 posted by R.P.G. on 2005/07/04 09:44:16
I have a door that, for various reasons, needs to be triggered by a custom-sized trigger_multiple. It looks strange when monsters can't open it, but other strange things happen if it's opened like a normal door.
Oh well, I guess I'll live with it one way or the other.
Finger On The Trigger_multiple
#3807 posted by Preach on 2005/07/04 09:47:19
If you want to use custom QC, it's a pretty easy fix. The function you want is
void() multi_touch
in triggers.qc, and you'll spot right at the start the function says
{
if (other.classname != "player")
return;
This, of course, locks out anything that isn't a player, so we want to change that. If you want it so that every trigger_multiple can be affected by every monster on the map, you could replace that line with
{
if (other.classname != "player" && !(other.flags & FL_MONSTER))
return;
If you don't want a global change, just the option to toggle it, then you'll want to do this.
{
if (other.classname != "player" && (!(other.flags & FL_MONSTER)||(self.style == 0)))
return;
Then set the style of the triggers you want to be monster usable to 1, and leave the others with style 0.
Preach
#3808 posted by R.P.G. on 2005/07/04 10:59:07
Thanks for your comment. Unfortunately, I would really prefer to stick with default Quake progs. Thanks anyway, though. :)
Yay...
#3809 posted by distrans on 2005/07/04 21:26:17
Levitating Monster?
#3810 posted by . on 2005/07/06 01:54:03
Is there any such QC I might be able to implement to levitate a monster?
I figured I could take a crucified zombie and have it follow path_corner - but it didn't move. I figured I could place a func_door, plat or train beneath it and it'd push the zombie up -- nope.
My only other option is to make the zombie out of brushes and apply it's texture, then make that a func_whatever - which I'm going to try.
Floating Monsters
#3811 posted by Preach on 2005/07/06 02:53:06
How active do you need the monster to be? If it's just a matter of having a crucified zombie follow a path/float up and down a bit, that's quite simple. If you want to make a monster that works completely, attacks and dies and stuff, while levitating, that's a much bigger change(you'd probably have to make it a full blown flyer like a scrag is).
Floating Zombie
#3812 posted by . on 2005/07/06 02:58:52
Just a simple levitation - 2 paths for it to rise up and down to "hover" from, and a speed I can set.
"Error 40: Portal Not Bounding Leaf"
#3813 posted by Jago on 2005/07/08 19:05:21
I am having some problem with my map, qbsp.exe crashes with an "Error 40: Portal not bounding leaf" error. What could be causing this?
I Don't Think
#3814 posted by aguirRe on 2005/07/09 03:00:34
I've ever seen that error before. It happens during generation of the prt file.
Please send me the zipped map+wad and I'll see if I can at least add more info to the message.
QME Full
#3815 posted by aguirRe on 2005/07/09 03:03:28
Does anyone have a working link to this? The previously mentioned Edgefile link doesn't seem to work (Invalid URL request).
AguirRe
#3816 posted by Mike Woodham on 2005/07/09 03:28:03
Try this:-
http://www.xs4all.nl/~renep/quakeme/qme31_p2.zip
The .zip has a patch file to take the Lite version to the retail 3.1 version. I have this and there is no restriction on the number of frames it can handle.
It is now free, not warez.
Thanks
#3817 posted by aguirRe on 2005/07/09 04:51:20
I already tried that file, but it didn't seem to work with the Lite version. However, I finally managed to find the full 3.0 via Google's cache of Edgefile. Now I could patch the 3.0 to 3.1 and all seems good.
RE:
#3818 posted by Jago on 2005/07/09 06:17:31
Weird, I have removed some complex structures and the error vanished.
Trigger A Trigger
#3819 posted by . on 2005/07/10 07:06:17
I have a platform that won't be useable until the power is turned on to full. It's actually a func_door, and I have a trigger_once inside the plat cage that will start the plat only when the player is inside it.
I was wondering if theres anyway to, once the power is on (a func_button or something) - it will make that trigger_once valid - but until then, it wouldn't work.
Otherwise I'll just have to make a func_door in front of the plat that will be open once the power is turned on.
So...
#3820 posted by wrath on 2005/07/10 07:56:03
what bsp, light and vis compilers are the beautiful people using nowadays?
Wrath
#3821 posted by Jago on 2005/07/10 08:30:15
http://user.tninet.se/~xir870k/
Compile utilities from Aguire aka Bengt Jardrup.
Jago
#3822 posted by wrath on 2005/07/10 09:04:52
muchas gracias. may your camel never stumble or fall.
Other Things
#3823 posted by . on 2005/07/10 09:07:52
I've been searching around a few editing sites and can't find the answer.
1.) -- How do you switch a texture upon trigger? I have a set of lights that turn off, one by one (player passes through several trigger_once brushes), I'd like the light fixture's texture to switch to the less-bright light texture, once that particular light is switched off.
2.) -- Where/how might you edit the end episode text, or add such a thing to the last of a set of maps?
#3824 posted by czg on 2005/07/10 09:22:26
1.) The brush with the texture you want to change must be a func_wall, the texture name must start with +#, where # is either a number or a letter. The texture will animate in sequence of the numbers/letters, and when the entity it is applied to, it will toggle between animating the letter sequence, or the number sequence. In your example, you'd need a texture called +0light_whatever for the on texture, and +alight_whatever for the off texture. Put the +0.. texture on a func_wall, and target the func_wall to toggle the texture on/off.
2.) Changing the text must be done in the progs.dat. Check out client.qc line 162 and onwards. There are if/then/else statements for the various endlevels there that print out the text. You can add your own text there.
CZG
#3825 posted by . on 2005/07/10 09:34:44
Thanks, works wonderfully.
Logic Gates And Powered Lifts
#3826 posted by Preach on 2005/07/10 10:45:05
There is a way to have the lift inactive until you power it on with a button in standard quake, but it's the mother of all hacks. It involves constructing a 'logic gate', which is a trap_spikeshooter aimed at a trigger_multiple with health. In between there are a set of doors that block the shot when they are closed, and let it passed when open.
Toggling these doors open and firing the spikeshooter activates the trigger at the end. That description is a bit vague, but no matter, because I have an example map! Download it from http://www.btinternet.com/~chapterhonour/lift.map , it shows how the logic gate works much better than my explanation could.
Try the lift before you press the button, then afterwards, to check it works right.
Also, I haven't forgotten about the floating zombie, but it's a little more involved than I thought. The func_plat uses the think functions to control it's movement, but monsters already hold the monopoly on think functions for their animations. It would be a simple hack added to the func_plat if you were willing to add an extra animation sequence to the zombie model, with the crucified animation in a framegroup - similar to the way torches animate even though they are static entities. Would that be a workable solution?
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