#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.
Tried Trigger_multiple It, Didn't Work For The Coop Player
#4250 posted by Baker on 2005/09/20 00:04:22
Looks like that would require QuakeC
But..
#4251 posted by metlslime on 2005/09/20 01:11:52
trigger_multiple is not trigger_counter.
Hipnotic Development Kit?
#4252 posted by Baker on 2005/09/20 02:50:11
Are the Hipnotic and Rogue development kits still available somewhere? (I have the Zerstorer one)
Google isn't turning up anything.
In particular I'm after the force field/particle field QuakeC.
Or
#4253 posted by necros on 2005/09/20 08:29:02
look for the custents devkit which has both the hip and rogue code stuffs as well as other things
QC Source
#4254 posted by aguirRe on 2005/09/20 10:26:54
Got 'em
#4255 posted by Baker on 2005/09/20 14:47:19
And it occurs to me how doomed Quake would be if we ever lose ftp.sunet.se (the final mirror).
aguiRe, ever thought of adding Tyrann's "remove_skip.exe" code into txQbsp? I can't see someone using a texture named "skip" texture for anything but for a "removed texture".
There Are Other
#4256 posted by aguirRe on 2005/09/20 15:07:27
idgames2 mirrors, but I only know of sunet's planetquake subdir, which actually contains a lot of stuff.
No, I haven't thought of putting that feature into qbsp.
Skip Removal In Qbsp
#4257 posted by metlslime on 2005/09/20 16:20:12
yeah, this would be nice. Probably should be off by default and activated by command line.
Tyrann's skip removal tool is pretty hacky -- it doesn't remove the surfaces or marksurfaces from the file, it simply shortens the list of marksurfaces for each node. Or something like that, i can't remember exactly.
A more robust version (actually removing the faces from the bsp, not allocating lightmaps for them, etc.) would only really be practical if it was handled during the qbsp stage.
|