Mike...
#4666 posted by generic on 2006/01/12 12:47:00
Do you mean the dudes with the staves in Dissolution of Eternity?
Generic
#4667 posted by Mike Woodham on 2006/01/12 14:16:25
You got it, thanks.
Mike
#4668 posted by Kell on 2006/01/12 15:45:20
those 'dudes with the staves' are bad models with utterly abominable animations. The skins are pretty good, but that doesn't save them. Please don't put them in a map.
Quake Monster Creation
#4669 posted by than on 2006/01/12 17:13:50
So, are there any good tutorials about this on the net?
Good & Goods
#4670 posted by madfox on 2006/01/12 21:32:02
Kell
#4671 posted by Mike Woodham on 2006/01/12 23:03:53
Yes, now I have seen it again, I agree that it's not too clever.
I was only thinking about the code for making a monster rise out of the ground. I didn't realise that it was done via animation - I though it would be the opposite of a sinking dead monster.
...and I Didn't Want To Reinvent The Wheel
#4672 posted by Mike Woodham on 2006/01/12 23:10:55
So anyway, hub, spokes, rim...
#4673 posted by Kell on 2006/01/13 02:04:57
...axle?
Kell
#4674 posted by Mike Woodham on 2006/01/13 11:24:28
Jeez, I doubt that I'll manage two wheels!
Yes But
#4675 posted by Kell on 2006/01/13 11:57:17
even one needs an axle, otherwise you don't have a wheel, you just have a disk.
Oh, Oh...
#4676 posted by Mike Woodham on 2006/01/13 13:04:10
Wheels don't need axles to be wheels, they need axles to work as wheels.
That's rather like the notice you can see in the Chinese by the traffic lights at the bottom of the hill: 'This door must be kept closed when not in use'
Hardly mapping but an interesting paradox if you think a little laterally.
Mike Woodham Rolling On Dubs
can a mapper get tabledance
+a
a tabledance
No Valid Wadfiles In Worldmodel
#4679 posted by nylon on 2006/01/16 04:55:47
"no valid wadfiles in worldmodel"
i do get that warning when trying to bsp a map with txqbsp..
the map was imported from a wc map..
i tried different wad files, but no change..
the bsp is therefore not usable..
what is this worldmodel? (sry new to mapping)
Nylon
#4680 posted by JPL on 2006/01/16 05:26:24
Check if your map file is pointing on the correct .wad path you want to apply on.. I guess it is the problem... Map files give the path to a gfx directory where wad file(s) is(are) explicitely named..
If you point wrongly, you may have this kind of warning...
Yeah
#4681 posted by bambuz on 2006/01/16 11:39:16
you can look at the .map file with a text editor to see to what .wad and path it is pointing to, it's right there in the beginning.
Yeah Worked.. But..
#4682 posted by nylon on 2006/01/16 16:50:59
i looked into the map file with an editor and set the complete path to wad.. the bsp file was usable.. thx!
but, the reason i changed from wc to radiant was that i had probs on my map like rotating packs, no blood on lg hit, no boomstick smoke at walls except at the ceiling.. (jago told me that it must be an engine problem, should there be onyl the pure original quake.exe in the quake folder?)
well in order to check that, i rebuilt the map purely in radiant, so no importing issues..
but what happens now on bsping the map is weird.. 4 warnings..! :( (no wad files in specified worldmodel, no valid wadfiles in worldmodel, No entities in empty space -- no filling performed)
i checked the map file and there isnt even a line that says wad or messag or light..
just "classname" "worldspawn" and brush coordinates..
do i have to set it somewhere? the wad files are in my ID folder, which is correctly recognized by radiant.. and where can i set the map message?
i hope u guys can help me :/
#4683 posted by Kell on 2006/01/16 17:03:32
depends which version of GtkR you're using: 1.5 is...different, and I'm not familiar with it.
But the wad information should be in the worldspawn entity. WC automatically added it, based on whatever wads you loaded into WC via the options panel.
In Radiant, select any normal ( non entity ) brush, bring up the entity properties and add this key/value manually:
wad
c:\quake\id1\blah.wad
This should be explained in the notes at the top of the entity properties window in Radiant though.
Nylon
#4684 posted by JPL on 2006/01/16 22:44:16
I suggest you read aguirRe's Quake Tool tips document: it shoud help you to solve your issues
http://user.tninet.se/%7Exir870k/tooltips.txt
Hope it helps...
All Right!
#4685 posted by nylon on 2006/01/17 01:31:41
yeah! those fully adressed my problems!
a bit confusing after getting things like that done by wc automatically..
jpl, i had that url.. i should have RTFM ;) THX!
what remains are those engine(?) problems i mentioned before (yes, even with enhanced quake version)
maybe u guys could take a look if i built anything dumb?
http://www.egozelle.com/stuff/map_prob.jpg
since it might be hard to see what i prolly done wrong, i could uploadthe mapfile later on.. if someone wants to take a look..
Testing Coop
#4686 posted by Ankh on 2006/01/18 05:56:26
How can I test a map for coop setup without playing it with other players? How can I test if all spawnpoints work? Also, what is the minimum distance between the spawnpoints? The starting area is very small and I'm affraid that players could frag each other :).
Maybe those are silly questions :P
#4687 posted by Kell on 2006/01/18 06:13:27
How can I test if all spawnpoints work?
coop 1
map blah
kill
what is the minimum distance between the spawnpoints?
64 units between centers works for me
the player bbox is 32 wide, so at least 32 units between centers, though there are other issues with spawning on servers that I'm not so familiar with
Trigger_push Question
#4688 posted by JPL on 2006/01/19 13:46:47
I have a weird issue with trigger_push. I would like to make a wind tunnel with a right angle. First trigger_push is working fine, but second is stucking me "in the air", i.e I'm "glued" in the map (or I progress very slowly...o_O...): what the fuck ? I checked trigger_push angle and speed, and all field are correctly set... Is there any positioning clue used to build right angle wind tunnel that works perfectly ? Any idea ?
Jpl
#4689 posted by negke on 2006/01/19 14:02:08
i'm not exactly sure what you mean, but could it be that you have the two triggers directly adjoining each other? both have to extend just through half of the wind tunnel, so the player touches the second push only when he is in the center of the corner. if you know what i mean...
Wind Tunnels
#4690 posted by Mandel on 2006/01/19 14:26:00
Getting wind tunnels to work perfectly is apparently difficult - even if you are ID. The very first tunnel in e3m5 is an example of one where you can get stuck, with (almost) no possibility of ever getting unstuck.
Can't you let the vertical push trigger extend just through half of the tunnel height, and then rely on the remaining speed to let the player fly up to the horizontal push trigger?
I guess that's the same as neg!ke is saying :)
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