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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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GTK Question. 
Is there a key/mouse combo to get the texture on a patch to align with one on an adjoining brush? I've got a inverted bevel in a corner made of two brushes, and want it to be flush. 
Delayed Light Styles 
Is there any way to delay a light style?

Say I have a row of lights: A, B, C and D. All of them flicker on/off, but in sequence, going down a hall - and not all at the same time. So you have like this... moving light pulse or something going down a corridor. NOT a traveling light (like the rocket's emitted light). 
The Only Way 
would be to do it via triggers, relays and switchable lights.

because of the way lights work in quake, any light with the same style is updated in the exact same way, so all lights of that style will always be identical.

alternatively, you could modify the progs and create new light styles to do your effect. 
Phait 
what necros said.
i did that in sm118. basically, two relays for each light, all fired at the same time. one for switching the light on after a delay and one for switching it back of after some more delay. all started by an untouchable trigger_multiple that is continuously fired itself after each cycle, so the whole thing starts from new. initially fired by the spawning player of course.
maybe one of these steps could be spared with more clever scripting, but you'll get the idea.. 
Also... 
styled lights can't be toggled. Or vice versa. I'm pretty sure. 
Eehhh... 
i was typing up an explanation about lights but the for some reason, i pressed something and it went back to the forum index and erased my post.

metl is right though. 
Does This Mean What Phait Wants? 
/******************************************

Switcheable lights that
turn on and off gradually

Affects all switcheable lights in all maps.

Customization : in light entities, set
"speed" to the speed of the turning on/off
(default 1). Set speed to -1 to recover
the default behaviour.
Armin Rigo
*******************************************/ 
Does This Mean What Phait Wants? 
/******************************************

Switcheable lights that
turn on and off gradually

Affects all switcheable lights in all maps.

Customization : in light entities, set
"speed" to the speed of the turning on/off
(default 1). Set speed to -1 to recover
the default behaviour.
Armin Rigo
*******************************************/ 
Metl 
aguires` qbsp removes texture paths if u use q2 map mode 
Speed: 
Sure, but at that point what's the purpose of having Q1 support in an editor? I can use sleepy's mapconv.exe and make the map in qeradiant too. 
Killable Water 
Can it be done?

I want to drain an area... 
Use 
pox_extras mod... it has moving water volumes. 
And 
exploding barrels! I have just altered my own progs with it! I couldn't delete the bot code,as it started giving errors.

http://members.home.nl/gimli/extras_r4.zip

Another noob question: if I want to spawn a new monster in the explosion of a Vormit,where in the qc should I look? 
Killable Water 
Or just make the room the water is in, a func_train... this won't always work well depending what kind/size room. 
Void - Black Lit Entities 
Phait - q2 has func_water which assumes it will move pretty much like a func_door, it was later updated by the lazarus mod to include lots of nice features (mud, sine wave bobbing etc.).

but as far as I know nothing exists for water to be killable because of the way quake calculates the world in the vis/bsp process. I'd recommend not allowing the player to touch it and then changing it to a func_wall - it'll be solid and i cant remember if it would animate or be frozen (the texture) but you'd be able to kill it.

also - i remember some discussion on this, but what are the workarounds for enemies + items appearing black when not above a solid brush - ie. floating in the void, typically scrags and other fliers, although i've had problems with func_trains and others. 
For Lighting In The Void 
The bottom layer should be a brush with any normal texture (scaled up 40 times or something), then a brush with your black sky. You might have to make the sky brush a func_illusionary.
Place a huge light at the bottom to light it all. Hint: make it a spotlight pointing down with a 180 degree cone. This way you avoid spilling light upwards to the rest of the level.

As for trains, they are lit wherever they are built and then moved into the correct position upon map load. If you need to, you can build it in a small room outside the level that is floodlit. 
Void-lighting 
what are the workarounds for enemies + items appearing black when not above a solid brush - ie. floating in the void

Short version: place a brush inside the bottom skybrush. Light its top surface.

Long version: http://www.celephais.net/board/view_thread.php?id=4&start=4765 
Groovy 
i'd considered a solution like this but wasn't sure how light knew that there was a brush 'outside' the world (inside the bottom skybrush). I'm using sunlight so maybe I won't need to place spotlights on the floor, though as my skybrushes are already with texture size 9999x9999 it wouldn't be too much of a hardship to copy paste. i've also got the lower walls being skybrushes as well, solid geometry doesn't touch the lowest skybrush, so lighting wouldn't be a problem - all brushes are flush to the base, to help VIS, though it does spoil the illusion slightly when the player falls into the void.

cheers! 
Out Of Range 
I have this Mage/Newboss in a cave, but it shoots missiles from a lower startpoint, than it can hit me. How do I alter its missile, so it shoots from that height straight to me?

http://members.home.nl/gimli/nbase.jpg

First I lowered the mdl file with Quark and set it in the map to a heigher field. But it felt back.
In the qc for Launch_ lava I changed its origin, but then it shoots beside me.

setsize (newmis, '0 0 0', '0 0 0');
newmis.origin = self.origin + '0 0 12';

newmis.origin = self.origin + '0 0 256';
won't do, because then it still launches from the bottom over my head. 
In Range 
well, after puzzling awhile I found when I change in the Launch_lava:

vec = normalize (vec);
into
vec = normalize (vec - '0 0 164');

it launches straight to me from the right height, only the launch moment has the same muzzle flash on 0 0 12 point.

http://members.home.nl/gimli/nbase0.jpg

I am using the extras_p4 pak, and I seem to get fine results, goodies like exploding barrels, func_watertrain, func_breakable.

When I play the extras game, it seems as if the monster_fish won't attack me (?!). Even when I'm in front of them. Is this a bug? 
Crucified Zombies In Qoole 
How is it done? 
Crucified Zombies 
"spawnflags" "1" 
fishes fell out of water_train, so my fault they won't attatck. No bug in extras_p4. 
AllocBlock Full 
The map has no leaks and is not boxed. However, I do have some extremely large single brushes (2048 x 1024 x 16) that are not sky-brushes.

Is there any benefit to making these either smaller brushes but taking up the same space, or by making them up with smaller brushes with different textures.

I ask because I remember some previous discussions about 'lightmaps' causing this error and I think that is to do with textures.

(I can't search back through Mapping Help as the Previous link stops working after about 5 or 6 clicks - I just get The Page Cannot Be Displayed type error) 
Mike 
See my ToolTips, engine section. Increasing tex scale usually helps. I don't know if splitting brushes will help much as qbsp already does that, but it could be worth a try. Different texes shouldn't make any difference.

You can use the command lightmaps in my GL-engines to see the current requirements. 
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