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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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Silly Question 
how do you write in white?
my cheap htm knowings won't help. 
Check The Faq 
< q > blah < /q > 
MadFox 
Check out the FAQ link at the top of the page, there are descriptions how to add available forum text attributes. Use post Preview to make sure you've applied correctly. 
Ahh, That Is What You Meant, Foxy 
I thought is what just some delicious word play on your part. I use < i > bleh < / i > 
Fine 
that's wahat I meant headthump, i still use a directionary to get ahead my tongue thumbed. 
Mapping Advise 
I'm interested in doing a Quake 1 map. Any advise on which editor to use?

Thanks 
 
there are a lot editor i think will depend of with one u will like more :\ i use Quark but most of people here hate it, and use worldcraft... i personaly hate it :) some prefer GTKradiant... neg|ke use qoole oh wel i think u should make a round in all to see with one is the easy to start! 
Trinca: 
I'm used to GtkRadiant 1.4.0 and D3Edit and Q4Edit. I take it I should go with GtkRadiant 1.5.0 for Quake then?

Not sure about which editor has the best support regarding sourceports and stuff. 
Uhm... 
neg|ke uses quest by the way... (which, as per speeds, plays in the same league as deathmatchmaker ;D)

getting familiar with gtkradiant can't be wrong, i guess, since it works similar to most other editors and also supports a variety of newer games. 
Inf 
QTKRadiant 1.5 will have a different feel than the other versions, but it's the choice that I would recommend. 
How To Set It Up For Quake? 
Do any of you know how to set GtkRadiant 1.5.0 up for Quake. I can't seem to be able to use the assets that came with the game. Things like textures and stuff. Some Googling did not give me an answer either so I'm hoping some of you guys could.

Thanks. 
Inf 
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then gam in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.

Mine you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory. 
Inf 
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then game in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.

Mine you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory. 
Inf 
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then game in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.

Mind you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory. 
Inf 
LOL, WTF. 
For the love of Carmack, somebody fix this. 
To Aguire 
could you please include BSP feature that would move func_groups back to world on compile? 
Newmonster 
I've been working on a new monster. Made a new vorebabe.mdl and started scripting.
I used the spellmaster.qc but after a while I wondered why I couldn't make my own vorebabe.qc, as I needed it for a spawn function in the shallrath.qc

Now I am so far I can make it a walkmonster_start, but the attack functions won't work. I've been working for days now but it just won't fit.
I don't know what I done wrong, outcome is a progs.dat that don't attacks.

http://members.home.nl/gimli/newmonst.htm
http://members.home.nl/gimli/vorebabe.dz 
Func_groups 
OK, I've added a new option -group to TxQBSP 1.13 beta available here: http://user.tninet.se/~xir870k/txqbsp113beta.7z . It enables func_group parsing, i.e. moving the brushes back to world.

Please try it out and let me know if it works as I'm not using Radiant. 
Wads... 
wad support in the latest nightly build is broken. so hopefully they fix it again.

I've got all my textures exported into id1/textures/ as jpegs 
 
I've got all my textures exported into id1/textures/ as jpegs

How do you load them though? Are you using the latest ( october 1st ) build? 
 
I tried several 1.5.0 builds and none of them seem to be able to show/load Quake textures.

I tried Tigger his method, what Bazzu suggested, but the editor crashes. Still working that out though. I would prefer not to use Tigger his method because it seems a bit uh...what's the word...unneccesary if you can simply have a editor doing all that for you. Instead of downloading and setting up lots of stuff.

Ofcourse I appreciate the suggestion and if it's the way to go, I'll use it. It's just that I prefer a editor specifically designed to work with Quake. 
Attacks 
The monster isn't attacking because none of the ai functions you call in your frame functions actually check for an attack. The normal quake monsters regularly call ai_run, which is the main ai thinking hub. ai_run should be the default action which you only stop using if you don't want the monster to get distracted during its animation - like if it's in pain or attacking or dead.

ai_run calls the function CheckAnyAttack, which determines if a missile attack can hit. If you find CheckAnyAttack in ai.qc, you can see there are lots of if statements that check if the monster is, for example, a shambler, and do the special shambler checkattack if it is. After those there is a generic checking function CheckAttack, which should suffice for your monster.

CheckAttack checks if you're in melee range, and if you are and you have a th_melee it calls that. If not, it checks for a missile attack based on the range to the target. The probability of attack is higher at certain ranges. If so and you have a th_missile, it calls that.

So the flow goes
ai_run -> CheckAnyAttack -> CheckAttack ->.th_missile

To fix the monster, simply add the following lines

void () vorebabe_run1 = [1, vorebabe_run2] {ai_run(1);};
void () vorebabe_run2 = [2, vorebabe_run3] {ai_run(4);};
void () vorebabe_run3 = [3, vorebabe_run4] {ai_run(3);};
void () vorebabe_run4 = [4, vorebabe_run5] {ai_run(5);};
void () vorebabe_run5 = [5, vorebabe_run6] {ai_run(6);};
void () vorebabe_run6 = [6, vorebabe_run7] {ai_run(4);};
void () vorebabe_run7 = [7, vorebabe_run8] {ai_run(4);};
void () vorebabe_run8 = [8, vorebabe_run9] {ai_run(3);};
void () vorebabe_run9 = [9, vorebabe_run10] {ai_run(5);};
void () vorebabe_run10 = [10, vorebabe_run1] {ai_run(6);};

You'll notice the similarity to the vorebaby_walk lines, but that we call ai_run not ai_walk, which is only designed for walking to path_corners. We are reusuing frames 1 through 10, which is allowed : - )

The final part of the fix is to change the line
self.th_run = vorebabe_walk1; to
self.th_run = vorebabe_run1;. Once he wakes up, his behaviour will change to vorebaby_run1, which will check for and call missile attacks.

One final thing I noticed is that the frame numbers you are calling in the code don't quite agree with the model. The frame numbers for the walk sequence in the model are 0,1,2...9, not 1,2,3...10 - the first frame in the model is frame number 0. I've not fixed this in the run code I posted, as frame 10 happens to look much like frame 0, so the animation loops. Perhaps it would be best to use the frame macros $walk1, $walk2 etc in the code rather than the numbers directly, as it's easier to number them correctly like that.

You'll need to fix the frame macro definitions first, take out the dollar signs in the names in the header(but NOT the main code where you add them back in). The first one should read
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 with only the $frame retaining the dollar sign, and do the same for the rest of the header. But when you use it in the frame function you put the dollar sign back in, eg:

void () vorebabe_run1 = [$walk1, vorebabe_run2] {ai_run(1);};

Hope that's clear. 
Kell: 
How do you load them though? Are you using the latest ( october 1st ) build?

I load them by opening another map that uses them (sad but true.)

And yes, i am using the october 1st build... 
Thanks A Lot! 
preach, although I have read most of the qc files now, I still can't see the logic relations between them, but I'm learning.

I saw the nummers of frames once start with 0 and then with 1. I couldn't get the death frame right, it always jumped back to the stand frame. So I added a death frame and then it didn't occure.

I experimented with pasting parts of the monster attacks into it, but kept errors (of course). Now I can tune it better in. 
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