Preach
#5679 posted by Mike Woodham on 2006/12/10 11:32:18
I can ensure that the monster will move into clear space and that he will be on the floor even if he is partly in a wall, and I only want him to move in his forward direction. I can also ensure that he will not collide with either the player or another monster while he is moving.
I will move him only one or two units per animation frame and I have time to ensure that his animation will be complete before any interaction is required.
I'll play with the setorigin version and let you know how I get on.
Thanks both of you.
Hey Efdat,
#5680 posted by HeadThump on 2006/12/11 08:41:22
your inquiry kind of got lost up there. I assume you mean the effect Kona commonly uses that blends rock material with building surfaces. This is done the same way that landscapes are handled in Radiant (without the terragen plug-in), except using a vertical surface instead of a horizontal and the end is tapered where you join the surfaces.
I recall a tutorial being linked on QeRadiant.com on how to accomplish this technique, but the site that I was looking (leaf-node) for is no longer available.
The way it is accomplished in Radiant (doesn't work in 1.5, you have to use
earlier versions) though is to make a square or rectangle and duplicate it.
Point your cursor on the side you want to manipulate on the duplicate block, press the left mouse button and cntrl key together and pull in the direction you want it to go. From there it is a matter of aligning several blocks together in a pleasing manner.
HeadThumb
#5681 posted by efdat on 2006/12/11 14:14:04
thanks, i'm gonna try to port those instructions to QuESt (the good old :) i'm afraid that that's the way i'm already doing it (vertical triangles) and i simply have a lack of creative imagination for rock forms. i often have problems with working from a simple brush to natural forms. i thought there might be some kind of standard method that could help me there...
Efdat
Don't expect too much from yourself. You don't have to use too many triangles to make it look good. Use pretty large triangles. Make some wedge-shaped faces and some pentangle-shaped... some rock pillars... make some slanted floors and ceilings... just no 90 degree angles. If there are places where the seams look bad, cover it up with a pillar or something. Let the textures and lighting do the work; don't make your rock too detailed and don't light it up like a Yule tree. Break up walls horizontally or vertically into several brushes. Another idea is to build a framework of pillars and iron beams, and put the rock between those. It will look as if the pillars are set into the rock. Small, shallow pools of water are helpful to cover up less-than-imaginative rock formations, too.
I'm making rocks atm for my dm4 remake (I settled on mine theme) and I have those problems a lot.
Mine levels in Q2/Ground zero are really pretty inspiring. I often wonder how little you can get away with.
Movlight How ?
#5683 posted by jiri_b on 2006/12/13 19:18:06
I downloaded the movlight.zip by Marc Fontaine. A modification of a func_train to use for a moving light source in Quake, but
I didn`t get it working. (I use QuArK)
Can somebody help me ?
D3 Map Compile Times
#5684 posted by necros on 2006/12/14 13:55:20
what are average times for a map of say, 1k brushes, 500, 4k?
i have this tiny map which is taking forever to compile. i think it's about 500 brushes, possibly less.
i thought the whole point of d3 was that compiling takes a lot less time...
windows reports d3 is using cpu cycles for something, and it's certainly eating up ram... does it just crash without telling you and stay frozen, pretending to compile? :P
btw, no monsters in it, so it's not making any aas files either.
Doh...
#5685 posted by necros on 2006/12/14 14:00:37
i post to fast >_< just figured out what the deal is... apparently, i'm not doing skyportals right. :P
Jiri_b
#5686 posted by Mike Woodham on 2006/12/14 14:41:45
I'm sure someone can help but you need to give more information e.g. have you set up a light_move entity with path_corners, are you using the revised progs.dat or have you incorporated the qc files into your own progs.dat, is anything happening and if so, what?
Also, what is your expectation for this - it doesn't light up the room as it moves around, it is simply a moving light source: basically a glowing blob that moves.
Mike
#5687 posted by jiri_b on 2006/12/14 19:20:48
thanks for your answer. I`m a absolute beginner and had the idea of a moving light that lit up the walls while moving, but after some googling for that, I found out that it is very hard or probably not possible at all. This movlight.zip (found in the ID-Database) has an example map, but that has only a moving sprite, not a real light. Today I thought maybe the misc_fireball is something to use for this, but I`m not a programmer. I think this qc-stuff is to heavy for me.
What is the revised progs.dat ?
Jiri_b
#5688 posted by Mike Woodham on 2006/12/15 00:05:25
OK, the moving sprite is all that happens. I don't know of any way of lighting walls and ceilings in the way a hand-torch would light a dark scene, which I suspect that is what you are looking for.
The revised progs.dat that I referred to was supplied in the movelight.zip and needs to be used in place of the standard progs.dat. It contains the necessary compiled .qc files for movelight to work in-game.
The standard way of using these modifications is to set up a separate folder inside your Quake folder e.g. c:\Games\quake\movelight, and extract the files from the zip file into that. Then start Quake with the command -game movelight +map light.
#5689 posted by Trinca on 2006/12/15 04:02:24
hi ladies!
i�m trying to make a .qkr file for Quoth,this way Quark can load the entaties, but when i open the addon in Quark dont reconmize the size that monsters ocupied :\ any help?
http://trinca.no.sapo.pt/Quoth.qrk
just made for two monster�s to test!!! i like Quoth mode a lot and i want to map more for it! so this might be nice when is finish :) and maby someone will find it nice also :|
Mike
#5690 posted by jiri_b on 2006/12/15 08:54:48
Yes, that was exactly the way I tested this "light-map", but as I say, it was only a moving sprite, not a light.
But this lava-blobs are looking like a moving light ( or is it just a fake ?), and if it is really a moving light, it must be possible to change this extension (qc.file) to something new, where you can choose the direction, speed, distance, etc... (in the editor)
Than you have a mov_light extension. Of course you have to compile a custon progs.dat to get it working.
Or did I talk nonsense, I don`t know ?
Light
#5691 posted by Preach on 2006/12/15 09:40:10
Stop me if I'm wrong, but what you're saying is that you'd like an entity which emits light in the same way as a lavaball or a missile does - a small ball of dynamic bright light. The only difference is that you would like to be able to move this light like a func_train. If this is what you want, then this can be done fairly easily.
Preach
#5692 posted by jiri_b on 2006/12/15 09:49:28
Sounds great. Thats exatly what I´m looking for !
Something Wrong ....
#5693 posted by jiri_b on 2006/12/15 09:53:31
should mean > exactly what I´m looking for!
Wrong Again ?
#5694 posted by jiri_b on 2006/12/15 10:00:24
looks like the apostrophe did not work.
so once again
Thats what I am looking for !!!
Preach
#5695 posted by Mike Woodham on 2006/12/15 10:09:35
The movelight is an s_null.spr with an EF_BRIGHTLIGHT effects.
void() light_move =
{
if (!self.speed)
self.speed = 128;
if (!self.target)
objerror ("light_move without a target");
self.noise = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.cnt = 1;
self.effects = EF_BRIGHTLIGHT;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_PUSH;
self.use = train_use;
self.classname = "movelight";
self.avelocity = '50 50 50';
precache_model ("progs/s_null.spr");
setmodel (self, "progs/s_null.spr");
setsize (self, '0 0 0', '0 0 0');
setorigin (self, self.origin);
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};
It is therefore a dynamic light in as much as it moves by use of path_corners but it doesn't dynamically light the set as it moves e.g. the flashlight in HalfLife. I think this is what jiri_b is after.
Hm...
#5696 posted by necros on 2006/12/15 12:22:54
could you just make a regular func_train, give it the ef_brightlight .effect and use a skip texture on a 1x1x1 cube? wouldn't need any qc for that
Necros' Solution
#5697 posted by Preach on 2006/12/15 13:43:59
Sounds about right, I'm trying to see if there's a way to make one that's also non solid. I think there is but it may be one of those hacks that's more trouble than it's worth. I'll see...
Otherwise that mod is the way to go, notice how in that code the entity is given a sprite s_null.spr. This is because an entity with no model does not get sent over the network, so clients won't see the light updating position.
#5698 posted by Trinca on 2006/12/16 00:54:54
Trinca
#5699 posted by JPL on 2006/12/16 02:10:17
Good news for QuArK/Quoth users !
Trinca
#5700 posted by Spirit on 2006/12/16 02:28:48
Good luck. I started that once but gave up early because it was so much work. Haven't got the files anymore, sorry.
Kell/necros
#5701 posted by Mike Woodham on 2006/12/16 05:46:02
I'm playing with the Vermis in a small test map and notice that he doesn't follow me (shooting) once I drop below a certain point: he just keeps firing at where I was. I'm no_clipping around the map just to get an idea of what he does.
Is there a specific number of units involved e.g. x units below his centre of origin?
Also, is the spread of the missiles adjustable as if you are too far away you can just sit there and they always seem to miss. Perhaps it is a case that he only fits a certain kind of environment spacewise?
.
#5702 posted by necros on 2006/12/16 10:10:56
Perhaps it is a case that he only fits a certain kind of environment spacewise.
exactly right. he, like all monsters, shoot in a cone around his fov. but unlike other monsters, his vertical size is massive, so you'll notice how he won't be able to shoot you when down around his 'waist'.
and yes, his projectile spread is constant. after a certain range, the spores stop being a threat.
designing an area for the vermis really is a matter of plopping him in first, and building the area around him.
if your map has the vermis exposed all the way down to the bottom of the model, you'll need to keep the player away from it because he won't be able to attack you or grab you. on the other hand, if you keep him at grab height, then you can let him get as close to the vermis as you want.
#5703 posted by Trinca on 2006/12/16 10:43:15
necros check your email
|