Oh, Nice...
#4774 posted by biff_debris. on 2006/02/23 18:36:15
But I'm not too swift on this .bat stuff: Is it possible for me to stick AguiRe's stuff in a seperate dir than the .wads, and still be able to compile, or do I need to have it all in the /id1 folder (where GTK needs the textures)?
#4775 posted by on 2006/02/23 19:03:02
wad and tools in maps folder
textures extracted (.jpg)in id1/textures/q1_biffs tex
batch file eg,
qbsp.exe -q2map -oldaxis -transwater biffs.map
-q2map being the conversion switcheroo
can you have things in a different dir, dunno, prolly not, but I don't know, I've always only done it the one way, come to think about it, that's prolly why my wife left me, hmmm
Bat Files
#4776 posted by metlslime on 2006/02/23 19:26:21
if you put stuff in a different dir, you just need to specify the relative or full path to it in the bat file. Or, you use "cd" to switch to the qbsp dir. But, you might have to add the full or relative path to the map file in that case.
Biff
#4777 posted by R.P.G. on 2006/02/23 21:16:19
GTKR 1.5 can save directly to Q1 .map format, which eliminates the need for a pre-compiler like Sleepy's. That's what I'm using.
MapSpy is a very cool program which was originally written to solve a Q2-specific game error, but has been expanded to help track down generic .map errors, such as brushes with no volume, brushes with infinite volume, faces with no area, etc. http://mapspy.gamedesign.net/ No matter how much I tell people to try it, no one seems to use it. I distinctly remember explicitly telling someone it would solve his specific problem, but he still refused to download it and try it for some stupid reason--I think it was because he thought it only worked for Q2 maps, which is simply not the case. When you run the program, just ignore the Q2-specific output and look for any QBSP errors it mentions.
Regarding compiler locations, I have maps, compilers, and maps in id1/maps, and the wads in id1/. From there, I reference the full path of the .wads from the map ("wad" "d:\quake\id1\metal.wad") and just run the .bat compiler from id1\. Here's what the .bat looks like:
set BASEPATH=D:\Quake\workingq
%BASEPATH%\maps\qbsp.exe -oldaxis %BASEPATH%\maps\%1.map
%BASEPATH%\maps\vis.exe -level 4 %BASEPATH%\maps\%1.bsp
%BASEPATH%\maps\tyrlite.exe -nocount -extra -nominlimit %BASEPATH%\maps\%1.bsp
Awestome.
#4778 posted by biff_debris. on 2006/02/24 03:11:54
Got it sorted out, I think -- the .wads in /id1, along with the compile.bat, and the tools in a separate folder. One more question, tho: I'm using AguiRe's stuff, and dunno where along the line to use his Bspinfo prog...
Thanks RPG and the rest, though -- looks like I'll actually be doing some Quake mapping this weekend =D
Bspinfo
#4779 posted by on 2006/02/24 03:27:45
put it this way, use it when you need to use it ;)
Skybox
#4780 posted by madfox on 2006/02/24 12:19:56
I was wondering how the skybox is used in Quake1 maps. Not the regular one, but the same as in Q2.
JPL
#4781 posted by aguirRe on 2006/02/24 14:17:23
Is your email working?
Trigger_push
#4782 posted by Mike Woodham on 2006/02/25 09:30:39
Is there an easy way to allow monsters to use this: I do not want to use trigger_monsterjump?
According To The Qc
#4783 posted by czg on 2006/02/25 10:28:33
Monsters are effected by trigger_push by default.
They won't actively seek it out in any way, but when they touch it they will be sucked in.
Czg
#4784 posted by Mike Woodham on 2006/02/25 11:51:00
I'm dropping a spawned ogre onto a trigger_push and he just does his own thing?
If I go onto it, everything is fine... whoosh. But he just runs up and down the length of the trigger and even stops in the middle of it if I no_clip and hover above him.
Any ideas?
Nope
#4785 posted by czg on 2006/02/25 12:44:29
:(
Czg
#4786 posted by Mike Woodham on 2006/02/25 12:55:23
Oh dear :(
Well, To Be Slightly Helpful
#4787 posted by czg on 2006/02/25 13:03:56
I'm guessing (wildly) that it might be a conflict of sorts between the movetype of monsters and the monster being on the ground.
Perhaps try throwing the monster into the trigger with a monsterjump?
Also, if the monsters starts inside the trigger, there is a minute chance (or any chance at all?) that the touch isn't registered. I doubt this though.
I remember the good old map grc4beta had a fiend traveling down a windtunnel early on in the map, but I'm not sure if the trigger_push was overlayed by a trigger_monsterjump there or something.
I Have Seen A Horse Fly...
#4788 posted by generic on 2006/02/25 13:21:36
but never an ogre.
I have only ever gotten a monster to jump with a trigger_monsterjump. In fact, the only other things I have ever successfully seen respond to a trigger_push (besides the player) are grenades.
Let me know if you get it working :)
2 Things
#4789 posted by ijed on 2006/02/25 16:49:04
CZG - Whats your email?
I tried the one in czg07 readme . . . I�d post the message here but I�ve goofed before on spoilers.
Website - how do I review old threads? (ie. not on the main page)
Thanks
Trigger_push
#4790 posted by Mike Woodham on 2006/02/26 00:55:35
Looking at the triggers.qc it seems as though this works by use of 'velocity', which is not how monsters move. Therefore, it does not affect monsters; therefore, there is no easy way to use it for monsters without writing some code.
Trigger_push
#4791 posted by Mike Woodham on 2006/02/26 02:38:56
OK, I'm getting there. I can now get monsters using the trigger-push, but it now leads to another problem...
How does the 'angle' entered in the editor get converted to the self.angles vector used by the qc code? (I'm making this assumption because 'angle' is not seen in the code)
Movedir And Trigger Push
#4792 posted by Preach on 2006/02/26 04:44:41
The trigger_push uses the movedir vector for the direction that the velocity is added in. Movedir is set in the function SetMovedir() in subs.qc. SetMovedir() is always called by InitTrigger. The function setmovedir is quite self explanatory once you understand how .angles is set. Essentially the editor sets angles to '0 a 0' where a is the value of angle(note the absence of the s). This only allows you directions in the xy plane, so there's an extra hack added. If the angle is -1, Setmovedir converts this to a vertical vector pointing up. Similarly -2 produces an vector pointing down.
It's not a great way of doing it, since you can't have motion that's diagonally up and across. A good fix that would be backwards compatible would be to have a check before calling SetMovedir to see if movedir is already set. If it is, then normalise it but leave it otherwise unchanged. If it's not, call SetMovedir. That way you can choose to set the angle normally or override it with a custom movedir.
Mr Woodham
#4793 posted by R.P.G. on 2006/02/26 15:56:46
There are copious enemies in RPGSP1 that use trigger_push. When I tried it again years later, I too had difficulty. The fact that it works in RPGSP1 might be because I simultaneously spawned the monsters into the trigger_push and woke up them up at the same time. I.E.:
"classname" "trigger_relay"
"target" "m1_1"
"classname" "monster_ogre"
"targetname" "m1_1"
"classname" "trigger_teleport"
"targetname" "m1_1"
The monster was in the teleport, and the teleport targetted a destination hovering in the trigger_push.
Best wishes.
AguirRe
#4794 posted by JPL on 2006/02/27 00:21:46
My ADSL line is still down at home... sorry for the delay... you have mail ;)
R.P.G.
#4795 posted by Mike Woodham on 2006/02/27 13:23:36
Well, rpgsp1 certainly works. (I enjoyed replaying it just now :)
It's interesting that you had problems 'years' later. I wonder if the progs.dat has evolved so much over the years that it has affected this particular area?
The most obvious thing that has changed with my progs.dat is that I no longer spawn monsters via the trigger_teleport method.
I have the (now, somewhat amended) 'style' flag option first put forward by Preach, and I have added an 'anger' flag to ensure transported monsters can be made angry as soon as they arrive if necessary to avoid extra triggers.
As I have now resolved my trigger_push problem by further qc enhancements (mmm... I use that word very reservedly in the light of this issue) I don't have the enthusiasm to revert to an old progs.dat to prove/disprove any of this. I am confident that what I am now doing is working OK, so I will press on with the map regardless.
But as always, it great talking to you guys and great fun trying to overcome these problems. Thanks for joining in.
Now all I've got to do is perfect the random trigger_monsterjump height/speed aspect and we're all cooking on gas...
Wtf?
#4796 posted by than on 2006/03/01 09:09:38
The error is pretty easy to understand:
---- GrowRegions ----
model : *160
classname : func_door
*** ERROR 13: Entity with no valid brushes or textures
I used the problem checker in Worldcraft, and it also found some doors without brushes. I deleted them and recompiled, but got the exact same error. I opened the .map in a text editor and searched for all instances for func_door. There were a lot, but none of them were lacking brushes.
My map was compiling with no problems yesterday. I made some small alterations today and I get this shit. I haven't even modified or added any func_doors.
Could this be a WC glitch? The map is over 8000 brushes now - anyone else gone over that in WC 1.6?
There are 160 solid ents in the map, so presumably entity 160 is the problematic door that apparently doesn't exist.
Anyone got any ideas?
Wtf?
#4797 posted by than on 2006/03/01 09:10:07
The error is pretty easy to understand:
---- GrowRegions ----
model : *160
classname : func_door
*** ERROR 13: Entity with no valid brushes or textures
I used the problem checker in Worldcraft, and it also found some doors without brushes. I deleted them and recompiled, but got the exact same error. I opened the .map in a text editor and searched for all instances for func_door. There were a lot, but none of them were lacking brushes.
My map was compiling with no problems yesterday. I made some small alterations today and I get this shit. I haven't even modified or added any func_doors.
Could this be a WC glitch? The map is over 8000 brushes now - anyone else gone over that in WC 1.6?
There are 160 solid ents in the map, so presumably entity 160 is the problematic door that apparently doesn't exist.
Anyone got any ideas?
Update (+ Grr...)
#4798 posted by than on 2006/03/01 09:16:24
definitely only pressed submit once.
I tried removing the last entity I added (a func_wall), which didn't help. The door became ent 159. However, saving only visible objects with my funcs visgroup turned on allowed the map to compile, so perhaps there is a brush somewhere that has fucked up, or a rogue func in another visgroup that is causing the problem.
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