|
OK
#5278 posted by aguirRe on 2006/08/31 07:19:07
I've uploaded my variant (progs + ending.qc) here: http://user.tninet.se/~xir870k/doe_bjp.7z . Thanks for looking at it.
CZG Curve Tutorial
#5279 posted by DaZ on 2006/08/31 16:24:12
does anyone have a hard copy? Please mail it to me if you do!
Well, Not Really
#5280 posted by bambuz on 2006/09/01 15:26:47
Boss Monsters
#5281 posted by Mike Woodham on 2006/09/01 23:41:15
I am looking for a decent, or at least different, Boss Monster for my non-base style QSP1 level.
I will need qc source, not just a model. Any suggestions?
Mike,
#5282 posted by HeadThump on 2006/09/02 00:47:44
There is one I'm partial too that I have not seen used in a released map yet, the zombie master from Custents.
Where's My Manners --
#5283 posted by HeadThump on 2006/09/02 00:55:27
Skill Selector Buttons?
#5284 posted by Baker on 2006/09/02 05:07:16
Is it possible to create skill selector buttons like on coagstart in the Coagula contest without QuakeC?
I haven't had any luck having a button target a trigger_setskill that uses a targetname.
;)
#5285 posted by Baker on 2006/09/02 05:21:00
Nevermind, apparently so!
? But I Can't Get It Work?
#5286 posted by Baker on 2006/09/02 06:03:57
I'm trying to set up buttons to select a skill level (Easy, Normal, Hard, etc.) and a similar setup in cogstart.bsp functions without the progs.dat, so it seems like it should be possible to do without QuakeC, but it doesn't seem to work for me.
I setup a func_button, set the target name to "skilleasy" and a message of "Skill set to easy". I setup a trigger_setskill, set the skill level (message = {0,1,2,3}) and set the targetname to "skilleasy."
I push the button and it doesn't change the skill level (still is skill "1", the default).
I've checked everything 3 times, I've even dumped the .bsp source and compared to cogstart.bsp.
Is there a secret to this or something obvious I am missing?
Hehe
#5287 posted by Baker on 2006/09/02 07:00:52
I decompiled cogstart and took a look at it in a map editor. That was hilarious!
Those buttons are merely psychological, they don't actually do anything meaningful (they don't select the skill), the trigger is the proximity.
Baker
#5288 posted by . on 2006/09/02 14:23:36
Thats what I was thinking.
HeadThump
#5289 posted by Mike Woodham on 2006/09/02 15:18:59
Thanks, it looks good and there's quite a lot more in there besides the monsters.
Anyone any other suggestions?
Repost, W00t!
#5290 posted by Girvo on 2006/09/04 23:17:30
Hi there :)
I have been playing around with the DarkPlaces engine, and I must say that I quite like it. I began working on a mini mod called SlaughterHouse, which all it really did was change the weapons and how they dealt damage (homing rockets, exploding nailgun bullets, sped up shotgun).
After completing that, I thought I'd start on something more adverturous: A Counter-Strike clone (or something similar). Now, I can add in new weapons, change the gameplay and thigns like that. But, I have no real clue when it comes to modelling for Quake/DP. I can model fairly well in 3ds Max 5/7/8 (and then export to 3ds to be imported into Blender, which supposedly I can use to make Q1 models), but I do not know how a model is supposed to be done for Quake/DP. Are there any resources that I should check out?
Also, this mod adds in a heap of new items and weapons. Rather than changing existing ones, I created some from scratch. I can map fairly well for Half-Life using WorldCraft, but I have never tried mapping for a Quake MOD. I can map okay for Vanilla Quake, using the Qoole editor, but I cannot work out how to get it to work with mods which add in new items/weapons. Can I do that in Qoole, or will I need to change editors? If so, what to?
Thanks heaps :)
-Girvo
Girvo
#5291 posted by DaZ on 2006/09/05 02:46:31
Do yourself a HUGE favour and download a copy of worldcraft 1.6 or valve hammer and use that for Quake 1 mapping, Qoole is the ugliest and worst editor on the planet :D
To add in a custom item/monster/gun whatever to worldcraft, just add any point entity you want to the map, then open the properties for it and you can just type in anything you want into the "classname" field, replacing the entity you created initially. Easy as pie! Then you can use the "smartedit" function to add in any custom key/value pairs you have coded for it.
Good luck
Models
#5292 posted by Preach on 2006/09/05 03:37:00
I'm gonna shamelessly pimp my own work here, if you want a guide to modelling for Q1 then this is a start:
http://qexpo.quakedev.com/booth.php?id=32&page=79
This suggests a different route to making a Q1 model, using gmax and quark. At the time of writing, I didn't know that gmax had been discontinued. You can still download it, and with a bit of trouble get it registered, but the process is involved enough that it should go into the guide. Really I want to tidy the whole thing up with things like that, but it's a task for another day.
Anyhow, there's some useful information there, but if you're using 3ds max, you might as well stick with that. If you can export to md3 in gmax you certainly can with the full version of max, and then do the conversion in quark like in there. The plugin you want can be found at http://www.quake3bits.com/htm/tools_utilities.htm
As for the editor stuff, I'm sure everyone will say change from qoole. I started with qoole too, trust them when they say it'll cause you problems.
Yeah
#5293 posted by R.P.G. on 2006/09/05 06:11:38
If you're already using Worldcraft 3 for Half-Life, you might as well use Worldcraft 1.6 for Quake.
Does anyone have a download link for him?
Wc 1.6
#5294 posted by Baker on 2006/09/05 06:36:59
Hm
#5295 posted by Ankh on 2006/09/05 06:44:44
You can also use Worldcraft 3 (or Hammer) for quake editing. All you need to do is to get a fgd file for quake (for example from czg http://czg.leveldesign.org/q/Quake.fgd).
You can edit that fgd file to add any new entities I guess.
Why I Used Qoole....
#5296 posted by Girvo on 2006/09/05 15:33:58
I started using Qoole, as I have my entire editing kit (Quake included) running directly off a 128mb thumb drive :P
Worldcraft 1.6 looks perfect, so I am gonna go get that :)
Thanks for the modelling tutorial, its really helpful :)
Killable Model - ?
#5297 posted by ijed on 2006/09/07 14:03:12
I want to place a killable model in a map, basicly you hit it until it fires a trigger. Unfortunately I have to do this without any coding - I'm running under Qouth. My first idea was to either export the model as geometry and import it to the map with a trigger + health value, (seem to remember an exporter capable of this) or else replace (rename) an existing model with the one I want (one I'm not using) and do the same. But these seem cumbersome methods to achieve the effect. I'm not using the fish enemy, which is an almost ideal candidate for model replacement, except as far as I remember fish die when not in water ;P
So basicly I'd like to know if there's a way to get a model to show up in a map - it doesn't need to do anything at all, not animations or anything (since I can reexport to remove animations if need be).
This is a preexperimentation question, so thanks for any feedback.
Alloc_hunc Again
#5298 posted by madfox on 2006/09/11 14:13:06
I'm mapping with a quark65 a Quake1 map.
It has 194 ent, 151 lights, 1128 polyhedrons.
Use the latest compilers Txbsp1.12 Vis2.30 Light1.42
No warnings. Plays fine in Fitzquake.
I add some polyhedrons and it compiles fine again, but as soon as it starts Fitzquake I receive a Alloc_hunc failure.
I thought this only happened when one uses more than 620 ent?
What happened?
I Ment
#5299 posted by madfox on 2006/09/11 14:19:01
Alloc Block : full
Alloc Block : Full
#5300 posted by metlslime on 2006/09/11 14:39:21
This is caused by lightmaps. Ways to solve this:
1. Reduce total surface area of your level. Each square meter of wall/floor/ceiling/etc. needs lightmap space, so reducing surface area will reduce lightmap needs. (For example, if your map leaks and you have it inside a giant box, closing the leak with make a huge difference becuase the giant box can be deleted.)
2. Scale up textures on large surfaces. Lightmap usage is based on texture scale, so if the texture is scaled up on a surface, the polygons will use a smaller amount of lightmap. For example, if you have large rock walls, scaling up can help.
3. Usemore of the textures that don't need lightmaps. For example, sky doesn't need lightmaps, so if you have a room with a ceiling, changing the ceiling to be open sky will reduce the amount of lightmaps needed.
-
#5301 posted by necros on 2006/09/11 16:42:21
i think, because of the relatively small size of the map, it could be you have an infinite brush...
Thanx For Your Reply
#5302 posted by madfox on 2006/09/11 16:57:46
I tried selveral things, adding less brushes,
scaled textures.
I read Aguires tooltips for the thing, and it says it are too many lightmaps.
There is no leak, or warnings so I can't change a thing.
I had this thing earlier, and then it helped with the new Tyrlight.
Now it seems a thing of # many vertexes?
fil02078 goes well, fil02080 don't.
http://members.home.nl/gimli/fil02078.dz
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|