I Did It
#3941 posted by ijed on 2007/10/17 16:46:04
With a Quoth ambient_generalpurpose with attenuation -1 so that it was heard globally. A bug with that is that the position of the music changes depending which direction you face.
To do it in normal Quake I think there's a hack (teaching old progs .dat thread again) but not sure if it'll let you do looping music - just trigger_once ambient sounds.
To make something be heard constantly attenuation -1 is pretty much your only option, unless you burn a cd (Travail) or do some coding (This Onion). Or replace one of the ambient wavs that already exists - you put the same ambient_whatever in the map with attenuation -1 and it'll play like music.
I experimented with having one in each cardinal point of a map, and even though it did work the bug was still discernible and the overflow for sound channels occasionally crashed the engine - even aguirRe's. I could have got it working, probably, but it was too risky and low priority.
Should have posted in the mapping help thread ;)
Oops
#3942 posted by RickyT33 on 2007/10/17 16:53:45
so:
"attenuation" "-1"
I would have posted in the mapping help, but it seemed to me that this is a hot-spot for mapping help after yesterdays stuff about "Teaching old progs.dat new tricks" cropping up.
Hmmm. Methinks new map pack will be created with my original soundtrack - some guitar only thrash metal that me and my mate steeve layed down earlier this year - was going to put it in my imminent release, only I couldnt figure out how to do it.
If you look at the mapping help thread over the last three weeks you will find me querying how to do this to no avail!
Sounds Without Direction
#3943 posted by Preach on 2007/10/17 17:09:29
I've read on inside3d if you put two entities emitting sound at '4096 4096 4096' and '-4096 -4096 -4096' then the sound is directionless, so you might wanna try that. Also, you should know that anything more complicated than a single, sourced sound is going to require some custom coding. You can't precache new sounds with the hacks, sadly.
#3944 posted by RickyT33 on 2007/10/17 18:03:12
I managed to get my sounds in the level in Quoth, and I was happy with it except for the fact that if you strayed away from the entity it would fade out then be in-audible. So hopefully the 'attenuation' '-1' is what I was missing. I dont mind if the music is coming from one direction, if anyhting that will give a cool kind of spinning effect during gameplay!
To do the sounds without direction, if I put them for example at '2048 2048 2048' and '-2048 -2048 -2048' that would have the same effect right? ie it doesnt have to be 4096?
Hmm
#3945 posted by Preach on 2007/10/17 22:05:20
That should have the same effect if you never leave that cube within the map, I've not tested the idea out before.
Ricky:
#3946 posted by metlslime on 2007/10/17 22:26:43
please post in the correct thread next time.
RickyT23
#3947 posted by inertia on 2007/10/18 08:20:13
BTW, a 404 error is different than the server timing out. :)
Inertia
#3948 posted by Spirit on 2007/10/18 09:03:50
It was a 503 actually.
Work In Progress
#3949 posted by JPL on 2007/10/18 23:58:22
Just a preview of my current project...
http://lambert.jeanphilippe.free.fr/Divers/fd1.jpg
Feel free to comment
#3950 posted by Trinca on 2007/10/19 00:02:36
looks great!!!
fuck why are your rocks always so sexy? :| you must teach me this one of these days :)
#3951 posted by gibbie on 2007/10/19 00:44:51
am i seeing tanks or wtf? quake doesn't have tanks didn't you know?
Ha
#3952 posted by bambuz on 2007/10/19 01:32:42
nice break from the ordinary style!
The rock texture is ungood. :/
JPL
#3953 posted by Fern on 2007/10/19 01:36:49
I always find your works quirky and interesting and departing from expectations in unusual ways and the screenshot is no exception. Keep it up. :D
Hrm...
#3954 posted by Fern on 2007/10/19 01:39:02
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open,
Maybe it's a basement with partial veneer on the foundation. ;)
but what is the blue stuff
Jam. Blueberry jam.
and what is the runic metal doing there
Looking cool.
and the riveted stuff in the ceiling...
Ensuring that gameplay remains riveting.
I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style...
Actually it's just that I have awful taste and "like" it when styles clash as much as possible in really horrific ways. That's really what it's all about.
Nice Shot
#3955 posted by ijed on 2007/10/19 02:52:49
But is that a hl1 prefab tank? Looks familiar anyway.
Looks interesting and I like the low angle sunlight, casting the long shadows.
I Can Certainly Abide Tanks In Quake
#3956 posted by Lunaran on 2007/10/19 04:39:42
but ijed makes a good point - they're real-world looking tanks, Half-Life tanks. Where's the idbase tanks? :)
There's an interesting conceptual design question - what would the vehicles of today's games look like if made to fit into the Quake aesthetic? Kind of stumpy and lumbering, with lots of bevels, to be sure. A few cyan-fullbright running lights, with some exposed enforcer-backpack-looking mechanicals in the back. And brown.
Tanks...
#3957 posted by JPL on 2007/10/19 08:19:55
These are indeed HL1 prefabs I found on the web: this tanks are Panzer (or Tiger.. I'm not sure). I have to modify their textures has they are based on Africa Korps camouflage sand colors... not cool here: They will turn into brown-greenish later, don't worry ;)
And gibbie point is valid, till today, there were no tanks in Quake... however, I'm working on a ww2 theme / project, so tanks are mandatory! BTW I have no idea if quake / Quoth / Quoth2 (??) monsters would fit in such a theme... I'll see that later...
Also, concerning the rock textures: any suggestions to change it ?
Oh, and concerning the sun angle: I spent a lot of time to make somethinng realistic given the position of the sun in the skybox :D
Rocks
#3958 posted by Fern on 2007/10/19 08:33:56
Also, concerning the rock textures: any suggestions to change it ?
Maybe something with a color palette closer to the skybox you're using.
Fern
#3959 posted by JPL on 2007/10/19 08:39:57
I looked for that kind of texture, but it quite hard to find a good grey-red rock texture.. Well, like the tanks, I'll have to modify an existing texture to fit better with the skybox... I can't see other possibilities, except if somebody have what I'm looking for, or can direct me to a particular rock texture that would fit.... Anyway, thanks for the help ;)
The Rock Texture
#3960 posted by HeadThump on 2007/10/19 09:20:55
in IkBlue in quite good and underused. Maybe try gray scaling that bad boy and see how it fits.
What Would The Tanks Look In Quake?
#3961 posted by -_- on 2007/10/19 10:42:42
Looted leman-russ tanks, just with less color!
like this
http://homepage.mac.com/james.clay/iblog/B233824576/C1679725847/E20070603214400/Media/malc2.jpg
and ww2 theme in Quake must be banned. Im serious - its a blasphemy!. There are too many WW2 games already
Rock Texture...
#3962 posted by Mike Woodham on 2007/10/19 13:02:18
... I would change the colour of the skybox. The redness is overpowering.
Shot Looks V.nice
#3963 posted by RickyT33 on 2007/10/19 13:14:29
I like the IDBase crane!
What editor do you use? I was thinking of upgrading to WC 3.3 cause 1.6 is a pain in the arse, texture-lock only works if you dont want to rotate things. The crates I can see in the shot look rotated, and tex are lined up fantastically.
Dudes
Just say no to the light sprite. There is a reason why it was rarely used, even in the original game.
The Hl1 Tanks
#3965 posted by ijed on 2007/10/19 14:12:20
Are Tigers, I believe. And Nehahra had the Humvee's in some levels - I'm going to be stealing it for a current map.
I remember one level in basic q2 (not Lazarus) that had a working tank turret that was excellent, open area with a black parked tank with a dozer blade on the front, you had to open it up at the back (keycard) and chuck a grenade inside to kill the gunner, great stuff.
|