One Way To Do It Without Hacks...
#4836 posted by than on 2006/03/10 17:34:44
...is use a mod like pox extras, that lets you attach buttons to lifts, moving water that actually works and have all manner of particle effects.
There is more stuff in there too. I don't think I've seen a map using this mod yet though :(
http://developer.chaoticbox.com/quake.php
Hmm...
#4837 posted by negke on 2006/03/12 01:38:43
yes ok. but i'd like to figure out how it could be done in vq (the manual way).
fern, where is it? - i couldn't find it in the map.
sounds like this way it would only work for one-time lifts or lifts that go back into their starting position after some time.
but i am thinking of a toggle lift (door).
dunno about the logic gates thing.
the button movement could be simulated through doors or trains with a button0 texture (and a button1 texture at the same spot on the lift itself) which then moves into the wall, so the button looks like it's been pressed. this method would still rely on the trigger, though, and only work if the lift/button was adjacent to a wall.
Person With Punctuation Nickname
#4838 posted by Fern on 2006/03/12 19:19:40
it's the scarab button on the final lift, and the trick is basically the same as you described in your last paragraph.
Quake 3
#4839 posted by necros on 2006/03/15 06:49:49
i've been trying to get into this a bit and i've found i have absolutely no idea about a lot of the stuff this engine can and can't do...
for example, are there any major engine limits similar to edict limit of quake1? can you make rotating brushes? how does clipping work for bounding boxes?
anyone know the answers to these questions? :P
Necros
#4840 posted by bal on 2006/03/15 07:52:14
I don't think there are any real engine limits, you'd be hard pressed to reach them if they're were I think.
Can't remember about rotating brushes, but if it's possible it should be obvious from the func_s available.
What do you mean about clipping on bounding boxes? For when you fire at models and such?
Well...
#4841 posted by necros on 2006/03/15 09:01:39
for example... does clipping work the same way it works in quake? ie: bsp generates different hulls for different sizes, meaning only certain size bboxes are allowed? or did id do proper collision and virtually any size is possible now?
and if i made a map with 5k rocket launchers, it wouldn't overload model limit or something?
Necros
#4842 posted by bal on 2006/03/15 09:14:20
Dunno about bounding boxes, considering it's a multiplayer game, I'm not so sure what they did in that area (all players have same bbox of course).
You can have 5000 rocket launchers in a map as far as I know, would just be slow depending on your machine of course. =)
What are you working on?
Necros
#4843 posted by R.P.G. on 2006/03/15 09:18:32
AFAIK the bsp process does not compute seperate hulls and all bboxes have collision computed dynamically.
Necros / Kell / Anyone
#4844 posted by ijed on 2006/03/15 09:25:52
can you send me the qouth .fgd?
louismanningatgmaildotcom
I tried a few links and quite a few different types of searches but can't seem to lay my hands on it.
Cheers
#4845 posted by necros on 2006/03/15 12:07:21
http://www.planetquake.com/necros/quoth/quoth_fgd.zip
and i don't want to say anything yet because i don't want to get anyone's hopes up. :P
AFAIK the bsp process does not compute seperate hulls and all bboxes have collision computed dynamically.
^_^ awesome, that's what i was hoping to hear.
Hehe
#4846 posted by bal on 2006/03/15 12:59:56
omg necros is making q3sp.
=)
Naw
#4847 posted by necros on 2006/03/15 20:44:48
it's a mod that makes all the players 500 lbs overweight! whenever you take damage, you gain weight, and if you hit 1000 lbs, you explode.
Btw
#4848 posted by necros on 2006/03/16 06:50:26
are there edict limits in D3?
i have a map i'm working on, and it's getting rather large, lately.
does anyone know about problems larger d3 maps can run into? (it's all brushwork, no premodeled areas like the hell levels)
Necros
#4849 posted by R.P.G. on 2006/03/16 07:32:52
So when a player explodes, does it print the message "Player ate a wafer-thin mint"?
R.P.G.
#4850 posted by Kell on 2006/03/16 10:44:18
it's "waffer theeeen" actually
LOL...
#4851 posted by distrans on 2006/03/16 17:12:13
...necros resurrects that mod.
Kell, monster_ etc. is still your mail? I was wondering if you'd received mine.
...and, go the Scottish swimmers!!!
Those Bubbles In Q1
#4852 posted by Scragbait on 2006/03/16 18:06:07
You know those little bubbles that people put in or underwater in Quake?
How do I put them into my map? I can't seem to find them in my Entity list in Worldcraft.
Better yet if someone could cnp the text to add to my fgd file.
^
#4853 posted by neg!ke on 2006/03/17 00:48:10
air_bubbles
OoOoOoO
#4854 posted by generic on 2006/03/17 08:55:42
@PointClass base(Appearflags, Name) = air_bubbles : "Air bubbles" []
D3 And Edicts Etc.
#4855 posted by Friction on 2006/03/21 06:23:58
No limits that I know of. How large map are we talking about? 20000 brushes, bigger?
#4856 posted by necros on 2006/03/21 06:41:15
woah... not that many-- lol! more about 14k~ or so.
problem is it's no where near finished, so i could see it going as big as 20k or more. there's a lot left to do atm.
i was just asking so that i'd know in advance. thanks for that bit of info. :)
Lump File Issue
#4857 posted by JPL on 2006/03/21 13:25:05
I have to modify a lump file (i.e conback.lmp) to create a custom console background. I used a tool called GFE (Game File Explorer) to export and save the bmp image embedded in the lmp file. My concerns is how to create a lmp file from the modified bmp file ? I guess it exists, at least, one tool that is able to perform this feature, so what is this tool (or these tools) ?
Thanks in advance.
Texmex Can Export To Lmp
#4858 posted by czg on 2006/03/21 13:58:33
Lumps
#4859 posted by metlslime on 2006/03/21 15:52:33
adquedit can also do this, though it is buggy and has been known to erase your data in certain circumstances. Otherwise it's a nice tool.
I actually wrote some command line windows tools that convert to and from .pcx and .lmp and .spr a while back, maybe I should release them.
Czg / Metlslime
#4860 posted by JPL on 2006/03/21 22:25:56
czg: TexMex is installed on my PC, but I didn't check yet the feature. So thanks for the tip: I will check it this evening
metlslime: Yes, it would be great !
Thanks for the quick reply !
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