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.
How To Do Large Rectangular Lights Right?
#4258 posted by Baker on 2005/09/20 18:36:21
I've seen lights that are long rectangles ...
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Are they making a ton of individual lights? What technique are they using?
Or is there an easy way to take a brush and make it illuminate?
Baker
#4259 posted by R.P.G. on 2005/09/20 19:33:54
Unless you're using surface lighting, you just need to place one or a few lights. Sometimes I go with one, but sometimes two.
Baker
#4260 posted by inertia on 2005/09/20 20:31:17
If the texture is one of those 32x128 dimension light textures, i recommend making 4-8 light entities along the length of it. that gives a nice and even illumination. Copy / paste is your friend.
Skip
#4261 posted by bal on 2005/09/20 23:11:51
Tyrann said he stopped using his skip program cause it causes visual glitches sometimes, I've been using it quite a bit and haven't come across any problems though...
But yeah, a real skip pass during qbsp would be awesome, one of my maps keeps going a bit over markedsurface engine limit, and being able to skip some stuff could probably help. =D
Idgames2 Mirrors
#4262 posted by Spirit on 2005/09/20 23:54:14
Does Skip Tool Help To Reduce Marksurfaces?
#4263 posted by PuLSaR on 2005/09/21 02:14:27
I have 31499 marksurfaces in my map already. But I still need to make a large hall for final battle. I need to reduce their number. Any ideas?
Pulsar:
#4264 posted by metlslime on 2005/09/21 02:44:28
no, it doesn't remove them, sadly.
PuLSaR
#4265 posted by JPL on 2005/09/21 02:48:08
I have the same problem with my current project: marksurfaces value is around 35000...o_O...and unfortunatly I was not able to solve it :(... and I have to let it as is....
AFAIK, it's not a problem for FitzQuake engine (either equivalent, or better) to manage this too high value: you would only have choppy visual effect ingame with "old PC". And unfortunatly, WinQuake and standard engine should abort during map load.
It seems to be a recurent issue for big maps.. :( ..
Hrimfaxi also has this issue with his last map (tris), and he told me he was able to solve it... We also had interesting discussion about this issue (concerning my map).. so maybe you could contact him directly.. though..
Ffs Guys
#4266 posted by bambuz on 2005/09/21 03:13:34
make episodes of normal maps, not huge-ass maps. It's nicer to play that way too!
Well sorry, I haven't seen what you're working on...
Is this all because of kinn? Some penis measuring contest?
Bal
#4267 posted by aguirRe on 2005/09/21 04:17:52
If you exceed the marksurfaces limit of 32k, I'd suggest not to worry too much unless you experience obvious problems (typically map crashes).
There seems to be some kind of margin before real problems appear and there are several big maps released (e.g. Menkalinan) that exceed the limit without having any apparent issues.
Inside normal engines, bad things will happen immediately when passing 32k, but it might still not cause any harm.
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