I Had My NewBoss
#5786 posted by madfox on 2007/01/12 14:20:39
qc-code one night in the SinglePlayer area, and it ate all my progs.dat
Worldcraft 3.3 Questions.
#5787 posted by Drew on 2007/01/12 17:02:03
I like WC 3.3, but there are two small problems that are making me fucking pissed off.
1: the monitor I'm temporarily on is fucked up and dark - is there a way to increase texture brightness?
2: I like that the brushes are different colours. that's nice. but I hate that when you clip a brush it turns black. So much in fact that I group any brush I clip to avoid the sitution. I don't mind losing all the colours if I don't have to deal with the blackness.
Can this be changed?
Thanks
Map To Mdl
#5788 posted by Mike Woodham on 2007/01/13 08:22:22
I've downloaded 3D Exploration today with the intention of converting some brush work into an .mdl. There is a 30 day free trial for the software.
When I tried this earlier today it worked fine: open .map in 3DE, export to .dfx, import into Qme and save as .mdl. Easy.
But now 3DE crashes as soon as I try to open any .map file. I don't know why and the error log is not very helpful.
I don't want to have to try to recreate this brushwork directly in Qme, so does anyone know of any other way to convert brushwork to .mdl using freeware?
Hey Mike
#5789 posted by HeadThump on 2007/01/13 10:35:00
you can convert the map file to Quake2/3 format with Sleepwalkr's map converter and then create a bsp with Q3map2 and run Q3map2 a second time with the -convert option and it will create an .ase model. From that you can load it in a model program like Blender (will need a script you can get from Q3Bits site) and then convert to .dxf or
.3ds.
Lol
#5790 posted by R.P.G. on 2007/01/13 12:03:08
Those processes are so convoluted it cracks me up. :) Sorry, I've had to do some incredibly obtuse file conversions before, but nothing that involved. Where's the step where you convert it to XHTML so you can view it in IE? :)
I Was Saving That For The Hardcore Lesson
#5791 posted by HeadThump on 2007/01/13 12:11:46
done using a QBasic script after your put the model through an assembly language decompiler.
Mike, another converter utility that may be helpful, BitUrn.
http://mirex.mypage.sk/index.php?selected=1
HeadThump
#5792 posted by Mike Woodham on 2007/01/13 12:34:41
Thanks for the info. But... er, um... perhaps I won't go down that route after all.
To Clarify
#5793 posted by Drew on 2007/01/14 12:00:52
the blocks I am referring to in part 2 are in the 2d view, obviously.
Question 1 will be sorted out soon, because I'll be moving back to my original comp, but question 2 is important. It's the biggest problem I have with WC 3.3.
Does That Mean
#5794 posted by negke on 2007/01/14 14:12:19
the drew is finally back for good? oh, my dreams have come true! (at least the g-rated ones :P)
Yeah, Well
#5795 posted by Drew on 2007/01/16 05:23:37
We'll have to see if I can get my shit together here. It's all fucked up right now. But I'll make my triumphant, dominating, swaggering speedmapping return soon. And Neg!ke, you'll get the ladyboy photos soon, too.
#5796 posted by Drew on 2007/01/16 08:12:53
Also, that is the last ladyboy joke I'll ever make. It's dead now. And I don't like to joke about dead girls, even if they had a dick.
Moving on, can anyone help me with these WC problems? If you do I'll give you a SM sometime soon.
Arghargh Milkshape Argh!
#5797 posted by Spirit on 2007/01/16 22:36:00
So I want to animate a model. I added a "skeleton" of joints. Then I selected the specific joints, hold shift, selected the appropiate vertices and clicked assign. I did that for all body parts. But when I now select a joint and move it, the vertices are not following (as I think they should?).
Any idea?
Killing The Player
#5798 posted by ijed on 2007/01/21 02:17:58
Aside from multiple info_notnull explosions is there an efficient way to kill the player after a time limit has passed. Basicly they need to escape (change level) before a time limit has passed. I�m working under Qouth and the info_command allows me to use the console command kill. This doesn�t work because it still applies after the player completes the level - restarting it. As well as this the player doesn�t die, the level just restarts instantly. If all else fails I can just set up lots of explosions, but I get the feeling there is a hack of some kind that will let me do this neatly.
Cheers.
Trigger_hurt
#5799 posted by distrans on 2007/01/21 04:24:20
...that covers the volume the player may be in at the end of the countdown. Make it hurt big time though, and of course make sure there are no pents available.
CZG made a level called "Sky Palace" which demonstrates the concept admirably. But it doesn't seem to be on his site any longer http://czg.leveldesign.org/q/index.html
But I think it's available at quaddicted: http://www.quaddicted.com/filebase/czg02s1.zip
Neg!ke's HL Textured Speedmap.
#5800 posted by than on 2007/01/21 05:00:38
Neg!ke made a speedmap with HL textures where you had to minutes to reach the toilet before you exploded. You should ask him how he did that - perhaps you can trigger a trigger_hurt that surrounds the whole level when the countdown expires - I've never bothered to try, but I would imagine that is how it works.
Yes
#5801 posted by negke on 2007/01/21 11:07:49
like than said.
standard trigger hack with a large brush covering the entire map. when activated it only kills the player while the monsters stay alive (in most cases).
#5802 posted by czg on 2007/01/21 12:07:37
You can't delay the activation of a trigger_hurt in standard quake progs, so use a teleporter with the player only flag set, and teleport the player into a hurty place.
Oh Wait Yeah
#5803 posted by czg on 2007/01/21 12:11:17
you can probably do it with one of those info_notnull hacks
info_notnull{
"use" "trigger_hurt"
"targetname" "killAll"
"solid" "0"
{
//brush info
}
}
But the teleport way might be preferable anyway since then you don't risk getting massive packet overflows as all the monsters are gibbed simultaneously.
Triggering Triggers
#5804 posted by ijed on 2007/01/21 17:45:37
Perfect - maybe now I�ll try revising my .fgd.
Multiple Monsters Triggering
Hi there. I was just wondering if any of you more experienced guys can help me with a simple(?) problem.. I just can't figure out how to make an event being triggered after a number of monsters have been killed. I.e. you must kill three badguys in order for a door to open. I am using worldcraft 3.3, mapping for q1.
NostalGeek
#5806 posted by JPL on 2007/01/22 11:25:27
You must use trigger_counter entity.
So, all 3 monsters must target the trigger_counter.
The trigger_counter count field must be set to 3
The trigger_counter must target your door in order to open it at the end...
Hey Nos...
#5807 posted by distrans on 2007/01/22 11:27:24
Use a trigger_counter with the count set to "3", then give it a targetname "whatever", then give each of the offending beasties a traget field that targets "whatever", aim the trigger_counter at the event.
Hehe, Snap!
#5808 posted by distrans on 2007/01/22 11:28:13
Almost :)
Thanks Guys
Very kind of you to help.. thank you
Pregame Introductary Text
Another question from me: How do you display those little "stories" before or after a game.. you know, the text that "plays" on screen. Is it possible to create such an event with a map editor perhaps?
|