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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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some one send me some porn 
some one send me some porn 
Extinguishable Flames? 
Is there any info_notnull trickery to make a light_flame killable?

Just wondering :) 
Yup 
There is, but it's a painful hack invovling modelindexes. Make an entity with the following collection of fields:
model progs/player.mdl
mdl progs/player.mdl
modelindex *theindexofflame2.mdl*
think SUB_regen
nexthink 0.3


It doesn't actually matter what model goes in mdl or model, as long as it's precached already, so player.mdl works well. The important thing is getting *theindexofflame2.mdl* correct. This should be the number of flame2 in the list of models(so you will need a regular flame somewhere to precache it). Every time you add a new bmodel to the map, it will bump the index of flame2 by 1, so best to do it right at the final stage, or you'll be correcting it all the time. Also, be warned that the correct index in regular quake may be wrong in other mods - even things like weapon patches.

You may find the command modellist in darkplaces handy for finding the modelindex, it prints the entire precache list in order to the console. 
Func_illusionary 
someone mentioned a while ago that func_illusionary has special magical properties, and can't be killed like a regular func entity. I was wondering if func_illusionary is treated by the compilers as world or as an entity, and whether or not I can place them freely or have to worry about the precache model index getting full.

I am guessing it is an entity... I think they vanish when you noclip into the world anyway.

Would it be possible to treat func_illusionary ents as world in the compiler and have their polys compile into the world, cast shadows etc, but not split world polys or add to the clip hull? Would this be problematic? 
Func_illusionary 
A func_illusionary is a static entity. This means it does use a model slot up, and it is added as an entity. However, it then gets turned into a static entity, which means it takes one of the static entity slots, rather than the regular entity slots. There aren't as many static entities available, 128 I believe. But there's also less competition for them, as you can't modify a static entity once it's made static - meaning you can't kill them. The model precache however works as normal, it still takes up one slot per model from the same pool as regular entities.

As for the modification for a compiler, I'm not really sure if it's doable. Which isn't to write it off - the compiler aguirRe made that makes the clipping hulls visible instead of the regular surface means you can have drawn faces that differ from the map walls. On the other hand, I'd guess that just making them non solid wouldn't be enough to stop them splitting the bsp up, since vis relies on the portals and whatnot. So if you want something illusionary for the sake of it and need to save a model precache this might work, but if you are trying to save faces by making things illusionary so they don't split things, I suspect it wouldn't. 
Fish "well Known" Issue 
Trinca just asked me about the monster_fish "well known" issue: i.e fishes are not counted as dead monsters at the end of a level, even if you killed them all... I know this issue, but don't remember how to solve it... so ... is there a noble man to refresh my memory (and then give advice to trinca) about how to solve this issue ? Thanks in advance ! 
Double Fish 
It's a bug in the original 1.06 QC; fishes are counted twice at spawn time, but only once when killed. Comment out one of the total_monsters increments near the end of monsters.qc.

This and similar killcount issues are mentioned in my latest ToolTips. 
AguirRe 
ouch... It means QC, and progs.dat rebuild... hhmmmm, I'm not yet used with QC, and I guess Trinca is not as well... Would it be possible you send me an updated progs.dat thta solve the fish issue, or is there a link where I could download the stuff ? Thanks a lot for Trinca and myself ;) 
Standard Progs 
I've uploaded my latest std progs here http://user.tninet.se/~xir870k/std_progs.7z . It's packed into a pak2.pak file that you can put in the id1 directory.

If you already have pak files with higher numbers than the original pak0/1, just rename this one to a higher number. You can of course also repack this progs into the original pak0.pak if you wish.

There are several other gameplay issues fixed and some debug help for e.g. missing teleport destinations. 
AguirRe 
Downloaded ! Thanks a lot !! 
Kellboxes... 
does anyone know where I can get all of Kell's skyboxes? His DL links are down :(

Thanks. 
 
... 
Thank you, Kell! 
Kell !!! 
Same question for your texture sets ! I downloaded some days ago knave and apocryphia texture sets, but fury and KDM links are broken.. could you restore them please ? 
Happy New Year 
you ungrateful bastards ;) 
Kell 
he he he .... I'm not a bastard.. at least that's what my parents told me ;P

Happy New Year to all of you !! 
Lavaman 
Has anyone used Rogue's Lavaman?

I thought that when triggered, he is supposed to rise from the lava but all he does is rise to floor level regardless of where he is placed in the map.

Is there a door/platform trick required here? 
Lavaman 
If I change his .movetype from STEP to FLY, he seems to do what I expected.

Does anyone know if I have 'broken' something else by making this change? 
Not Without Checking The Code 
but since the lavaman doesn't move anyway, it might not matter, but check if rocket explosions will move him around. if he has his onground flag set, than he won't but if that gets taken off, he could start flying all over the place. :P 
Necros 
His flag is 'FL_MONSTER' and 'droptofloor();'was called although I commented that out when I changed him to FLY. I don't know if that is significant.

He doesn't move but the walk frames are there. And he doesn't fly either: he just stands there throwing his lava-lumps.

It's OK but I would prefer him to move. 
Stuff 
Ok, a few things I�ve noticed and would like to know ->

why are the texture alignments fucked in Q1? Example, an off-axis crate which looks perfect in WC (properly aligned TX�s etc.) is correct in terms of TX rotation but is off by 32-odd units in each direction in Quake, WTF? I experimented but the problem was perpetual.

Is it possible to import 3dsMax models in .Md format for Quake? If not where can I find a decent .Md supporting editor. I ask because I won�t be making monsters . . . yet . . . but there�s alot of misalignment problems with intricate detail models in Q and I�d prefer to use misc_misc�s (Nehahra model entity) which will look perfect, without any skwiffed geometry.

Last one - I know the text screens in the original Q were coded in ie. on completing an episode, finding a rune - is there an easy way to create your own? This is a question from someone with zero C knowledge.

Thanks. 
Ijed 
This might not be the prob, but for correct tex alignment, use qbsp -oldaxis or -alternateaxis if you use aguirre's tools. (I don't understand why this isn't default!) 
Texture Alignment 
or rather texture rotation, if that's what you mean. If you're using TreeQBSP with WC, you could try adding the -oldaxis option.

This affects textures that are rotated 45 degrees and historically, there probably was some mixup between different WC versions and TreeQBSP, therefore the option was added. You could also switch to TxQBSP which doesn't have this problem.

If you actually mean texture alignment, then the classic Q1 map format can AFAIK not handle any rotation in all three axes. You'll need an editor that can save to another map format and a compiler to match.

Editors with enhanced texture positioning map formats are e.g. QuArK, Hammer and GtkRadiant and my compilers support QuArK ETP, Hammer (Valve 220) and Q2 format (same as Q3). 
D3/Q4 Bad At Handling Complex Brushwork 
Can someone explain to me why the Doom 3 and Quake 4 incarnations of Radiant are bad at handling complex brushwork?

I was reading over on kat's great site ( http://www.quake3bits.com/htm/tutorials/quake_4_editing_tips.php?subaction=showfull&id=1134661814&archive=&start_from=&ucat=13& ) that Quake 4 and Doom 3 don't handle trisouping well, so it's best to do it in another editor and import as an .ase or whatever.

After I read that, I thought of the issues I had with gaps in the brushwork when I tried making some manual curves in Doom 3 ( http://blitz.circa1984.com/curves.gif )

So, I guess what I'm asking is, why is it that the Doom 3 engine has such a hard time (at least in the editor) handling more complex brushwork like curves and trisouped brushes?

Don't be afraid to give me a fairly technical explanation if possible if anyone does in fact know the technical reason behind this phenomenon. 
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