Hmm...
#5569 posted by golden_boy on 2006/11/18 07:24:03
the question just posed itself:
can I make two Quake2 teleporters point at each other, like their Quake1 counterparts? Can I do a teleporter setup like in DM6 in Quake2?
Quake2 has no trigger_teleport, but instead uses misc_teleporter, which like monsters is associated with a specific model (the idiotic disc-and-particle-thing.) Can I make it use a different model (perhaps a nice slipgate?)
Anyone knows the answers by heart or do I have to build a test map?
another question: does anyone have linux binaries of qbsp3/qvis3/qrad3 and is willing to share them? Shit just doesn't compile here. No idea why.
Without them, even a test map is hypothetical :-(
Lazarus
#5570 posted by ijed on 2006/11/18 09:12:39
was a great mod that does exactly want you want - trigger_teleport, but it forces you to use the mod, which means for DM it probably isnt what you want. you can change the model (the base) for anything you like (big rectangle with slipgate texture) although it�ll be solid, if memory serves, and the texture won�t animate, it�ll also keep the glittery yellow particle effect. its probably best just to delete the model from inside the md2 inside the pack and place it next to world geometry as you would for q1 (except it�ll be 32x32x64 for the teleport box) but since this�d mean modifying the pack anyway you might be better off with lazarus, which�ll save you from fucking about - it also has alot of other extremely nifty stuff in there, since its made for mappers and not players; it doesn�t modify weapons or anything, just gives you alot more options, like misc_actor and (very clever)monster AI.
Lazarus
#5571 posted by golden_boy on 2006/11/18 11:04:28
I know... I actually use the lazarus library for normal playing (better monster AI among other things.) but as you say, DM maps should work with stock quake.
I guess I can live with the particle fountain thingy. Guess what; I found out that you can use an info_notnull for the teleport destination :-) now that's far more flexible than those red discs! (by the way, you can aim two misc_teleporters at each other, but you keep bouncing back and forth.)
I got something to halfway work and now I can at least make .bsp files (no vis or rad sadly.)
Quake1's teleporter setup is much more elegant though. You can have invisible/huge/tiny/... teleporters in Q1. Not so in Q2. Probably no teleport traps, too (no trigger_teleport).
Sucky.
Golden_boy
#5572 posted by R.P.G. on 2006/11/18 15:38:00
There is something like if you bury a misc_teleporter 6 or 8 units into the floor, then the disc and particles no longer appear in game, but you can still teleport like normal. Try that.
Also, as you tiggered out, target the teleporters at something just in front of the other teleporter (isn't there a misc_teleport_destination?) instead of at the other teleporter itself.
.map .pk3
#5573 posted by ==Z== ze0. on 2006/11/18 21:51:26
I need help with loading Wolfenstein ET maps, for some reson i can't see the maps in Wolfenstein ET/etmain through GtkRadiant-ET-1.3
O.o i can see them if i just navigat from
My Computer\Program Files\games\Wolfenstein ET\etmain. (sorry not very discriptive lol)
please post or i would perfer you added me: Aim_Bots_Unspecified@msn.com
Thank you for your support
RPG
#5574 posted by golden_boy on 2006/11/19 05:05:07
yep, there is a misc_teleporter_dest (or something) but it's another giant red disc. If I'd use that, it would a) look funny and b) the particle fountain and the disc need some minimum distance which messes up double-teleporting. luckily, the info_notnull works very well (just like an info_teleport_destination), I'm now using it throughout. I'll also be able to properly port DM6 now, something I look forward to. :-)
the burying in the ground is something I'll try but I'd rather avoid anything that might introduce unstableness. I found out that you can turn the particles off with a cvar, so only the disc remains.
however, the trick you mentioned might allow me to build slipgates... I'll try. Thank you.
.map .pk3
#5575 posted by ==Z== ze0. on 2006/11/20 15:56:50
A quote to my last msg i can only load up the Goldrush maps such as goldrush, Super Goldrush final and thats it, i tryed ziping some of the other maps and changing the file type and then loading up the map and it comes up with an error like this Warning:Line 2 is incomplete
Thank you for your support
==Z== Ze0
#5576 posted by JPL on 2006/11/20 23:48:32
.. could you elaborate exactly on what you try to do as it is a little bit confusing. I'm not sure to understand what is your problem...
Probably
#5577 posted by HeadThump on 2006/11/21 00:27:17
something is unaligned in your map file compared to the standard format (well, whatever the parser is expecting in the editor). Sometimes when I use a Q3 to Q1 map conversion tool, I notice that it will add an extra quote to an entity listing ""worldspawn" instead of "worldspawn".
The easiest way to fix this particular problem is to put the map through a text editor using the find/replace option.
If you are not familar with what to expect when examining map files (I assume that goldrush is Quake related though it may just be Neal Young, great cover by Natalie Merchant related, har har), examine a freely available map file where everything is perfect, like Antidelevian, for instance, in a text editor and compare with your file to see if there are any descrepencies.
Goldrush Is One Of The Official Wolf:ET Maps
#5578 posted by BlackDog on 2006/11/21 01:50:30
Note that .map is not the same as .bsp, and et doesn't actually come with any .map files (that I know of). You can't edit .bsp files with radiant.
If you want to edit a .map file contained in a pk3, pull it out of the pk3 and into etmain/maps/. Radiant should see it fine from there.
.map .pk3
#5579 posted by ==Z== ze0. on 2006/11/21 16:04:49
ok how do i pull it out of a .pk3 file format, could i zip the map file and chang the .pk3 to .map?
==Z== Ze0
#5580 posted by JPL on 2006/11/21 23:04:25
No, I don't think you can do that. You can extract map from a .pk3 with WinZip, but in order to create a pak file, I uess you need a special tool... not sure...
More Help With Sound?
#5581 posted by Mike Woodham on 2006/11/22 02:56:26
I have a sound file that plays at a constant volume. In-game I want to adjust the volume level of that sound file according to player action but I do not want to use another sound file.
If I adjust the volume and play the sound again then the sound file will simply play from the begining at the new volume level, and although this is easy to achieve, it is not the effect I am looking for.
Is it possible to affect the volume using qc whilst the sound is playing?
To Clarify...
#5582 posted by Mike Woodham on 2006/11/22 03:05:13
I am only trying to affect the volume of the one selected sound file that is playing, not the overall sound level of the game.
#5583 posted by Trinca on 2006/11/22 04:15:53
why cant i make a func_door with clip texture? grrrrrrrrrrrrr
.map .pk3
#5584 posted by ==Z== ze0. on 2006/11/22 04:20:52
ok thank you for all your help, ill mess around with the file type for a bit, Good luck and God Bless.
if have any success ill let you know
Mike And Trinca
#5585 posted by Preach on 2006/11/22 05:16:54
Mike: I can't think of any good way to do that with QC, I don't even think something hacky like moving the source entity away from the player to diminish the sound would work. You might want to try asking on inside3d though, they can work wonders over there.
Trinca: I think it's just a compiler restriction. You can achieve nearly the same effect by using the "skip" texture and running the skippy tool on your BSP. Skippy has been discussed here a few times and you can grab it from http://disenchant.net/files/temp/skippy-0.0.zip if you don't already have a copy. The main difference you'll see it that the skip brush will be solid to point sized entities like nails/missiles.
#5586 posted by Trinca on 2006/11/22 05:20:55
thks i will try but i think it gave me some errors the last time i use it... fuck me up the hole .bsp :\ so might not work!
Skip Tool
#5587 posted by JPL on 2006/11/22 05:33:16
Skip tool would effectively to be refined in order to avoid to generate an HOMs-full map in certain cases..
Skip
#5588 posted by Preach on 2006/11/22 07:53:13
I think skip is much safer on func_ entities than it is on the actual map, seeing at they don't have the same vis calculations performed on them, and won't ever have to be the surface that's between the player and the void(assuming the map is sealed).
Mike
#5589 posted by necros on 2006/11/22 09:48:55
it is impossible :S
although, if the sound was really short, like say 0.1 seconds or something, then you could probably achieve the effect just because it probably wouldn't be noticed that the sound is starting back at the beginning all the time if you adjusted volume every 0.1 seconds.
in fact, you could maybe do that unless the sound was like say 30 seconds long. if it's 2 seconds, then change volume every 2 seconds, if it's 0.7 do it ever 0.7 etc...
Necros
#5590 posted by Mike Woodham on 2006/11/22 10:13:56
Oh dear, I thought this may be the case. It's deja vu recurring again once more!
#5591 posted by Trinca on 2006/11/22 10:22:34
Aguire can u change Txqbsp.exe to accepted the the clip textures in entities? i want to put clip texture in a func_door :\
Forget :\
#5592 posted by Trinca on 2006/11/22 10:23:01
or is a engine problem?
Trinca
#5593 posted by Mike Woodham on 2006/11/22 11:26:58
Have you considered func_movewall, which is used to emulate collision on rotating objects?
I am not sure what you are trying to do with clip tex on doors so if this suggestion is out of line, just ignore it.
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