Mapping For Q1 In Radiant
#4225 posted by method on 2005/09/06 02:28:09
hey can you use radiant to map for quake 1, as the new engines now support q3 maps i was wondering if it possible to make a map in radiant for quake 1, to get all the nice textures and that. cheers
Method
#4226 posted by Jago on 2005/09/06 02:37:03
#4227 posted by method on 2005/09/06 03:05:04
thanks jago, will i be able to use hi-res textures in my map or is it just the old ones in wads?
You Can Compile What You Want
#4228 posted by HeadThump on 2005/09/06 04:45:22
into the .bsp; however, there is really no need to put the high rez textures directly into the map. Custom engines that handle hi-rez read them automatically from an external folder.
#4229 posted by method on 2005/09/06 06:06:48
yeah thats cool, i was talking about hi-res textures that arent remakes of the q1 ones, like from the evil 6 texture pack for q3 is this what u mean?
if this is what u ment then how would u go about setting up the folders in he quake dir.
cheers again.
I Think
#4230 posted by necros on 2005/09/06 09:21:12
for that you would need to first make a wadfile and convert all the textures you want to use down to 256 colour and shrink them by half. you use those to texture the map in the editor, but then you use the original textures in the external folder and they'll be replaced in-game at the proper size.
Cheers
#4231 posted by method on 2005/09/06 11:33:40
I thought that myself but wanted to check if there was any other way, hopefully it will be implemented into some level editors soon :-)
anyways i'll give it a go and see what i can do with it.
Q1 Tools Update
#4232 posted by aguirRe on 2005/09/08 04:52:23
at http://user.tninet.se/~xir870k . All engines are updated with several features/fixes, e.g. autobright handling of selected models, eliminated cache meshes and improved flame animations. Tx/TreeQBSP and ConvDem has minor additions and Q1 ToolTips has been expanded with a new QuakeC section. Please also see readmes for details.
Any comments are welcome.
#4233 posted by Spirit on 2005/09/09 05:51:29
I had this question earlier today:
What's the difference between TxQBSP and TreeQBSP?
I'm a QuArK user (never managed to switch :( ), as far as I heard TreeQBSP is better for QuArK?
Thanks for your work on these tools!
This Is A Question I Also Ask Myself Sometimes
#4234 posted by Ankh on 2005/09/09 06:02:02
Probably The Most
#4235 posted by aguirRe on 2005/09/09 07:09:22
common question, here are some answers from earlier in this thread:
http://www.celephais.net/board/view_thread.php?id=4&start=2076
Basically, they're both nowadays very similar (almost identical in results) and you can use whichever you prefer. I use Tx myself.
Thanks AguiRe
#4236 posted by Spirit on 2005/09/09 10:15:02
I'll switch to TxQBSP then :)
Aguirre:
#4237 posted by metlslime on 2005/09/09 12:57:21
if they're both really similar, why maintain both?
Metl
#4238 posted by aguirRe on 2005/09/09 16:23:53
You already asked me this in January ... ;)
I keep both of them because they produce the same results, but internally in different ways and thus they might offer some help in tricky scenarios (like a 2nd opinion).
Aguirre:
#4239 posted by metlslime on 2005/09/09 21:46:48
yeah, sorry, i keep forgetting the answer :)
Rotating Weapons
#4240 posted by Mike Woodham on 2005/09/10 14:52:25
Can I stop the weapons rotating from within the editor?
I've played with 'spawnflag' to no avail. I've also removed the 'rotate' flag from one of the weapon models, also to no avail.
Turn
#4241 posted by madfox on 2005/09/10 18:18:03
It is possible to stop the armor.mdl turning around by deleting the option in the QMLE modeleditor in the model property editor.
So it was my first thought to change it there.
But the weapons ain't got a turn option.
Must be somewhere in the QC-files.
Mike / Madfox
#4242 posted by negke on 2005/09/11 03:19:50
removing the 'rotate' flag with a model editor (qme) does work and is the only way to stop the models from rotating as far as i know.
are you sure you started the game the right way, with the modified models being placed in a subdirectory\progs?
Doh...
#4243 posted by Mike Woodham on 2005/09/11 03:51:56
...I have to stop editing after midnight: I modified the SNG mdl but used the NG in my test map!
It works OK. Thank neg!ke.
Miscellaneous Questions
#4244 posted by Baker on 2005/09/18 16:07:46
1. How do you have monsters "teleport in"? Say there is a button and if you press it you want 5 monsters to appear.
I take it I have the monsters sitting in some inaccessible room, but I'm not familiar enough with triggers to know how to make a button do that.
2. Deathmatch starts. How many are needed to make a map support deathmatch? What happens if 8 players try to play a map with only 4 deathmatch starts?
3. Does deathmatch also utilize info_player_start and info_player_coop spots? I would guess the answer is no.
4. Is there a way to cause a message to appear on screen for ALL cooperative players? Like if someone pressed a button that said "the crypt has been opened".
One Trigger Triggers Multiple Events?
#4245 posted by Baker on 2005/09/18 16:18:29
Can a single trigger, like setting up a button, trigger both a lift and a door?
...
#4246 posted by Baker on 2005/09/18 16:20:23
Forgot to add/specify ... the above 5 questions I should have stated "without using Quake C", just for a standard map with no progs.dat
Baker
#4247 posted by Kell on 2005/09/18 16:32:17
1. I take it I have the monsters sitting in some inaccessible room
Yup. I call them 'spawnboxes'.
how to make a button do that
give the button a key/value "target" "blah"
then give the trigger_teleport "targetname" "blah"
where 'blah' is whatever you want.
Remember that you should only have one monster teleported to one destination per triggering, otherwise multiple monsters will just telefrag each other, a la the intermission of e1m7. So use a separate trigger around each monster.
2. There's no technical requirement, the number of starts is a tactical gameplay decision for the mapper.
What happens if 8 players try to play a map with only 4 deathmatch starts?
4 players will be instantly telefragged. Followed by the other 4, if they don't move their arses off the spawnpoints sharpish :P
3. No, it doesn't use them.
4. Not that I know of, but I haven't ever really tested.
5. Yes, if the lift and door have the same "targetname". Both will be triggered at the same time, when the button is pressed.
Baker
#4248 posted by aguirRe on 2005/09/18 16:48:15
Take a look at http://www.planetquake.com/worldcraft/index2.shtm for a lot of info and tutorials regarding mapping, entities atc. There are also similar stuff at http://www.gamedesign.net .
Baker
#4249 posted by metlslime on 2005/09/19 11:54:04
4. Is there a way to cause a message to appear on screen for ALL cooperative players? Like if someone pressed a button that said "the crypt has been opened".
Just guessing here, but maybe you could do a trigger_counter with a count of 1 and a "message" of whatever you want. I think the trigger_counter message is broadcast to all.
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