Triggering Lots Of Monsters
#436 posted by R.P.G. on 2003/08/26 22:03:36
If I trigger 12-15 monsters and have them "wake up" at the same time, will this cause choking or any other sort of problems for the engine?
Wake-up Call...
#437 posted by Kell on 2003/08/26 22:50:42
afaik, from my own sp doodlings, if the number of monsters and the detail/r_speeds of the area in which they are encountered do not cause Quake to grind, scrape or choke then having them simultaneously alerted won't either.
Hello
#438 posted by glassman on 2003/08/27 16:58:06
Hi everyone, I'm back from a trip abroad & getting back into mapping. Apologies to those who have not received replies to emails. In answer to the general thrust of most of them(ie where the fuck are my maps?) I am pleased to say that the castle map I showed screenies of over a year ago is very nearly finished :)
However, I am getting compiling problems, in particular tyrlite is refusing to run with the message: "Texture Axis Perpendicular to Face".
To fix this I need to select all brush faces containing a certain texture & reset the coordinates (the error seems to be caused by screwy stretch numbers). My problem at present is that when using Shift-A with the texture selected rather than select all the [i]faces[/i] with that texture GTKRadiant selects all the [i]brushes[/i] where one or more faces have the texture therefore selecting many faces with textures other than the one I am interested in. This doesn't sound too serious but I have over 6000 brushes and a good percentage of them seem to have this particular texture on one or more faces. Does anyone know a way of just selecting all the faces (rather than brushes) in this way? Can Worldcraft or a different version of GTK do this (I'm using 1.2.11)? Thanks.
Glassman
#439 posted by R.P.G. on 2003/08/27 17:32:18
W00t! Nice to hear from you, dude. I'm VERY glad you haven't dropped out completely, and I'm really looking forward to your map!
Because I don't know the exact details, I'm not sure that this will help. If you're using the same stretch numbers for all the surfaces, you could use find/replace in a text editor. Obviously, if you used a unique stretch value for each surface, this will be too much effort. But if you only used 5-10 numbers, then it will only take a few seconds to find/replace all the values.
Hopefully that made sense.
Find/replace
#440 posted by glassman on 2003/08/27 17:44:14
The problem face may look something like this:
...gnosis_full/rtnick2d_wet 0 0 0 1001.99999 1.000000 0 0 0
Whereas almost all the others will have a stretch of 1.000000 but with many different coordinates/angles eg.
...gnosis_full/rtnick2d_wet 0 -64 27 1.00000 1.000000 0 0 0
I use editpad as a text editor & I'm not sure how I could do this as a find/replace. Is it possible using wildcards?
I wouldn't mind turning every instance of that texture into:
...gnosis_full/rtnick2d_wet 0 0 0 1.00000 1.000000 0 0 0
but how do I select all the variations in the first place?
Nice To Hear From You Glassman
good luck sorting out the problems.
Thanks UWF & RPG
#442 posted by glassman on 2003/08/28 06:28:32
& I've sorted this one for now using MS Word no less.
Yay!
#443 posted by R.P.G. on 2003/08/28 11:58:09
Yo Glassman
#444 posted by DaZ on 2003/08/28 15:34:36
glad to hear your back, good news indeed for Q1SP, its kinda died recently and we need a boost! :)
Thread Jumping
#445 posted by pushplay on 2003/08/28 19:01:16
I figured out how to turn 4 meshes into that bow shape pretty fast, but working with patch meshes is bringing it's own problems. For one thing, it's not casting shadows. The other problem is that in game there is a crack on the inside edge between the bottom mesh and the inside mesh, even though they're perfectly flush in editor. In fact, the bottom mesh is a clone of the top mesh, which is perfectly flush in game.
#446 posted by Vodka on 2003/08/28 21:56:56
compile with -patchshadows
...
#447 posted by nakasuhito on 2003/09/03 04:46:43
not really a mapping help, but how the hell do i get a mod song to work with quake maps? does it requier a to get it all into a pak file and some quakeC stuff? is this really posible?? aliens are horny bastads?? aaa!!?
,,, ,
#448 posted by nakasuhito on 2003/09/03 04:47:57
sorry for the typos. im in a euphoria state right now. cant keep calm! YAY!
Bzzt
Unfortunately, only a few Quake engines can play mod files. For those, I believe you add a key called "mod" to the worldspawn entity (that thing where the map name goes.)
Nehahra seems to have its .mods in a subfolder called sound\mods, or something like that. Basically, check the engine documentation.
Unfortunately, QuakeC just can't do it. Sorry.
Um...
#450 posted by necros on 2003/09/03 16:13:56
keep in mind nehara's mod playing capabilities have limits. they don't support a lot of the cool new impulse tracker stuff. i think it's closest resembles scream tracker mods... but i'm not sure. i only experimented with it for a short while and got annoyed and gave up.
Agh!!
#451 posted by nakasuhito on 2003/09/05 02:20:52
ah man. thats not good. i know nothing of coding or well, dont really wanna use a new engine or stuff. but anyway. thanks for the help. :)
me goes and cries happily ever after
Gtkradiant Spawnflag Check Boxes
#452 posted by glassman on 2003/09/07 11:54:06
I maybe missing something obvious but the GTKRadiant entity popup box doesn't seem to have the check boxes for !hard, !normal and !easy (or boxes for ctf/dm/TA etc for that matter). How do I get these to show?
If I can't am I correct in thinking that I add 256, 512 & 1024 to the spawnflags for !easy, !normal, !hard respectively & add those figures together for combinations. Is it the same numbers for all entities?
Thanks
Yep.
#453 posted by necros on 2003/09/07 12:19:50
when i map for quake in there, i wrote down all the numbers for each combination of skill levels in a grid so i can easily just look without having to calculate anything.
although, that's probably not feasible if you're going to have more than just four flags (e,m,h,DM) because there'd be so many combinations...
Glassman
#454 posted by R.P.G. on 2003/09/07 13:43:29
There's a version of GtkRadiant that supports Q1 (albeit badly). SmallPileofGibs also says that the entities.def has the skill setting checkboxes, so you may want to download it and rip the entities.def if nothing else.
http://spog.tshup.com/GtkRadiant-1.3.11-beta-q1-fixed.exe
Glassman
#455 posted by pushplay on 2003/09/07 14:39:21
I believe vanilla gtkradiant doesn't support flags that go so high. What I did was calculate all the common combinations of the flags, and then list that in all the relevant sections in the .def file. You have to add those manually to the other flags though.
Thanks Guys
#456 posted by glassman on 2003/09/07 15:42:42
Necros..for this map that may well be the solution.
RPG..the entities.def (which btw ends up in your id1/scripts directory) does not work with vanilla gtkrad presumably because, as pushplay says, vanilla gtkrad does not support spawnflags higher than about 128.
However the new q1 version of gtkrad looks interesting. The skill settings work anyway :)
It creates maps in native q1 format so no more converting q2->q1 & the bsp options refer to hqbsp, hvis & hlight which I'm not familiar with. Textures I think go in id1/textures but I'm not sure if anything other than jpg & tga are supported at this stage. If anyone has any more info I'd be grateful.
Glassman
#457 posted by R.P.G. on 2003/09/07 16:55:09
If you want more info on Q1 GtkR then you'll have to come onto irc.gamesnet.net #terrafusion (or irc.telefragged.com #qeradiant) and ask SmallPileofGibs. I haven't tried it yet so this is all just stuff I've heard people say.
My Sm48 Map
#458 posted by DaZ on 2003/09/07 17:08:51
Was made in the q1beta of gtkrad.
It works fine, its just that the editor needs to be able to load wad files, atm u have to type the name of the textxure onto the brush :/
Is The Functionality The Same?
#459 posted by necros on 2003/09/07 17:24:37
does it work the same way (besides textures) that the regular gtkr does?
what do you mean by type the name of the texture onto the brush
Empty
#460 posted by pushplay on 2003/09/07 17:49:07
type the name of the texture onto the brush
Ewww. I'll stick to the texture extraction + map conversion method like I did in my sm48. The map sucked, but at least it had a good solid dome.
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