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?
Sure
#3827 posted by . on 2005/07/10 11:19:33
I don't mind mucking around with the zombie model as long as I know what I'm doing ;)
I figured you could take the ability of other monsters to follow paths, and apply it to the crucified zombie as well.
Also your logic gate idea is kinda clever and interesting. I pretty much understood it from how you wrote it, but I'll give the example a look.
Appreciate the help!
Wtfack
#3828 posted by . on 2005/07/11 15:32:14
This is weird. I have a func_door with the name of plat1. I have a brush in front of it that is a gate, which is also a func_door with the name of gate1.
I have a trigger_once that is to trigger gate1 - which it does, but for some reason it triggers plat1 too!
NEVERMIND
#3829 posted by . on 2005/07/11 15:35:11
Apparently you have to check DON'T LINK - if the 2 func_doors are right against eachother. I still don't know why they would let 2 funcs_ that meet, to trigger eachother.
It's Because Of
#3830 posted by czg on 2005/07/11 15:43:16
Doors linking together so you'll only need one key to open a set of double doors, and possibly other reasons too.
Phait
#3831 posted by megaman on 2005/07/13 09:37:22
Hl Textures
#3832 posted by drew on 2005/07/13 12:26:29
I'm messing around with HL textures in quake - I know some people will think thats sacrilige, but whatever...
Anyways, I have 2 questions
1) how could I darken the whole wad file in tex mex?
2) how do you get rid of the fullbright spots on some textures?
thanks alot.
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