Argh..
#5883 posted by JPL on 2007/02/28 19:02:49
Indeed
#5884 posted by madfox on 2007/02/28 23:52:44
It was rather simple. I always used a targetname to a keydoor.
Then they open straight away.
Without target/targetnames they open at the trashold. Me donkey.
Thanks for your reply.
Another strange thing. Can changing texture (so not polys) influid the lightmap texture?
I mean just correcting a few margins, not scaling.
My map crashed on allocblok=full after I tried to retexture it.
The original map compiled fine.
Madfox:
#5885 posted by metlslime on 2007/03/01 01:10:38
Switching textures should not affect lightmap size, but rotating a texture on a polygon might increase lightmap size just like scaling does.
Yes
#5886 posted by aguirRe on 2007/03/01 01:48:51
what metl said, but I'd guess that since you typically change the texture in the editor, it's very likely that minor brush variations occur, leading to a slightly different lightmaps requirement.
Since you're using QuArK with its float coordinates, this is probably even more likely. As you're also flush to the lightmap limit to begin with, even small changes might put you over the edge.
Metlslime
#5887 posted by ijed on 2007/03/01 02:38:51
re: post 5874, I came across a wierd effect where multiple sets of triggers and relays and counters were non triggering trains or were triggering more than they should have been - wierd.
The idea was archways (func_trains with -1 wait on each path_corner) over a floating plaform in the void - if you destroyed the pillars (func_walls killtargeted by trigger_once with health) holding them up then they would collapse, taking part of the platform (another func_train) with them, but only one at a time.
It worked, sort of, except for the problem with archways only falling after the others were all destroyed, or else destroyed in a different order. This was annoying but solvable - the main reason I scrapped it because the Vermis� spore attack wasn�t doing any damage to the trigger once�s, only the players attacks.
I�ve changed it around now and it works better in the new style, without destructable scenery. It was a bit cheap when you fell into the void because of a missed shot.
Cheers anyway.
Thanks Everyone. Especially Metl.
#5888 posted by Drew on 2007/03/01 17:58:48
Animated Textures
#5889 posted by madfox on 2007/03/05 19:50:53
I changed some textures of the hipnotic pak.
Some computer compenents I retextured to animated.
It are 7 frames. If I look at them in game they work fine.
On my other computer I load the bsp and see one frame meshed out as a white/black block.
How can the same bsp act different on two computers?
Style Question
#5890 posted by golden_boy on 2007/03/05 20:28:11
I'm in the process of doing the Episode 1.1 thing, i.e. upgrading episode 1 with pak1 monsters and traps.
Would you guys consider it out of style to include some (read: a little) Quoth content? For example the Bob, voreling, drole, and the weapons/powerups?
Right now I'm installing Quoth again just to check some things out. I think if the Base project is successful, it will pretty much establish Quoth as a standard, so I might as well use it.
Especially if we see this Quoth 2 thing that I keep hearing about.
And... (this Forum Needs An Edit Function)
#5891 posted by golden_boy on 2007/03/05 20:31:06
What would you like to see changed/corrected in episode 1? Apart from the missing light texture in Ziggurat Vertigo :-)
now's your chance.
Sure,
#5892 posted by HeadThump on 2007/03/05 23:45:42
Quoth is designed to go hand and hand with Quake content. The original Quoth I kind of view as an extension of the Underworld theme. So, yeah, sure, make a Quothique episode one. KellCro already have done the SlipGate Complex in the Quoth pack. A few points.
1) I'm not crazy about Bob.
2) I don't see Quoth2 coming out. I could be wrong, and Kellcro are doing a suprise behind the scenes, but I doubt it. More likely both are burned out on Quoth, Quake,and all the good stuff in life.
3) If you see Quoth2 coming at you, run like hell. It will suck you in to
its vortex and never let you go.
3) Does the Sentry in the Quoth 2 beta remind you of someone who comes around only once a year?
http://img168.imageshack.us/img168/9644/quake13us4.jpg
EkderWorld Theme I Mean
#5893 posted by HeadThump on 2007/03/05 23:46:15
Hehe
#5894 posted by golden_boy on 2007/03/06 01:40:00
yeah, he does :-)
I know what you mean about Bob. I spent the last few hours playing chapters and the quoth (test) maps again. Bob (like several quoth enemies) has too many hit points compared to standard monsters, and he can be a bit annoying (just like that flying polyp thing.) Also the explosion etc. is a bit overdone.
The model and skin however I think are very cool.
After playing those maps again, the only monsters I'd want to include are vorelings, but the price of requiring a pak file is a bit too high...
You're right, if this were episode 4 (which I'm not a fan of) the picture would look very different. With those crazy maps like the Pain Maze etc.
thanks for input.
Edit:
#5895 posted by golden_boy on 2007/03/06 01:51:27
if I'm going to make this easily speedrunnable (which I intend to) there's not going to be a custom progs... so...
On Topic
#5896 posted by golden_boy on 2007/03/08 01:47:48
Is there any trick to animated textures? I just apply the one that starts with +0 right? The rest of the stack should be included by qbsp I guess.
I can tell it's not working because other animations (spinning globes, buttons) get played; my own ones don't.
Sorry if this is a stoopid question. Is there something in the texture itself?
#5897 posted by madfox on 2007/03/08 07:49:00
animated tex folow frame rules.
when you have made a +0_frame.bmp the most common why is to follow up:
+1_frame.bmp
+2_frame.bmp
+3_frame.bmp
when youre frames are ready import them all together to the texture editor. Watch out for the + mark, windows don't like it in names.
If all went right they should animate.
If all went wrong ( + not acomplished, wrong framenr, bad size) you'll end up with individual frames in your editor.
Free Music
#5898 posted by ijed on 2007/03/08 14:15:36
Is there anywhere that I can get my hands on some decent Quake type music to include in a map pack.
I would like between 5 - 7 tracks on a dark theme. I could just set up the cd entry for the pack to play off the original Quake tracks or else Distran's Travail set but want something that hasn't been used, at least for Quake - and don't want to steal the Travail tracks anyway.
I've got my hands full finishing off the pack and my composition is rusty to non-existant.
I thought about including tracks from the rare q3 maps that have thier own music (with permission of course) but these are fairly disparate and I'd want something a bit more cohesive.
Cheers.
Ijed
#5899 posted by Spirit on 2007/03/08 15:53:47
Thanks!
#5900 posted by ijed on 2007/03/08 16:22:29
These look perfect.
Hiccup
#5901 posted by golden_boy on 2007/03/10 00:51:58
Too many light styles on a face ?
I can have too many lights?!
There are just simple point lights in the area I'm working on, plus three light_fluoros. I didn't set style flags on any.
Oh And...
#5902 posted by Inspector Columbo on 2007/03/10 01:40:59
I'm really sorry to ask so many stupid questions. ISTR that you could alter the radius of a point light (how far the light travels.)
How?
Goldenboy / Columbo I Know You're The Same Guy!!!!13
#5903 posted by metlslime on 2007/03/10 02:03:33
lights that you turn on/off with a trigger or button generate additional light styles (specifically, one style per unique targetname.)
Radius and brightness are together affected by the "light" value. If you want to shift the radius independently of the brightness, you can use the "wait" value. 1.0 is default, and values > 1 will reduce the radius, and values < 1 will increase the radius.
Basically, radius=light/wait
Haha :-)
#5904 posted by golden_inspector on 2007/03/10 02:29:48
yep. Sorry I double-post regularly... it's because I'm routinely using the Edit function of other forums right after/during posting. I often go "man I forgot something!" right after posting.
Some of it comes from having a browser open while mapping. A question arises, I make a post, I think for a minute, bang! another question.
I'm trying to cut down on this. Really :-)
Thanks for light/wait info. I don't think I have any switchable lights there though... the error popped up while I removed/relocated some point lights in a very defined area.
No more questions tonight :-)
gb
Light Styles
I believe there is a limit of 4 unique light styles per face, someone correct me if I'm wrong please!
#5906 posted by golden_boy on 2007/03/10 22:11:46
What exactly counts as different light styles then? Everything that is in the "style" flag?
I have controlled all the lights in the area (I know where it is because it popped up after I worked there.) None have a style value other than 0 (unset).
There is actually one switched light there (it is the bridge/nailgun area of e1m1.) The nailgun room goes dark when you touch a trigger etc. as we all know. I did not change the size of the door and I did not change any lights in the NG room, just outside (in the bridge area.)
Can slanted/angled faces make this error suddenly appear? I'm pretty much rebuilding parts of the level now because I decided to align all textures. ^^
Is there a way of checking at which coordinates the affected face is?
And the questions of today:
1) I am teleporting in monsters with the standard teletrap setup. Apparently teleported monsters wake up (they seem to lose the ambush flag which I set.)
Is there a way to make teleported monsters (any monster, really) return to the ambush state (not moving until it sees you), either via a trigger that the monster touches, or via quakeC (nextthink or the like)? I could of course use func_doors to trap them, but that seems a bit bulky.
Basically, I want to re-stock an area with monsters, all triggered by a trigger_once and teleported in. Those monsters should then go to ambush state (do nothing until player in sight.)
2) Is it in some way possible to get onto the TOPMOST crate at the start of e1m2, without explosives (i.e. in normal singleplayer)?
There are slopes nearby. Perhaps with enough speed... Anyone managed this jump? Possible or not? (in netquake)
What determines the height of a slope jump? The slope's angle? The speed?
and yes, this has level design implications :-)
3) Hypothetically, let's say someone would find a lightning gun just before entering Ziggurat Vertigo (also in normal singleplayer.) Furthermore, let's say the following maps had double the monster count, plus tougher monsters.
It wouldn't be imbalanced, would it.
:-D
Golden_boy
#5907 posted by aguirRe on 2007/03/11 00:23:02
If you're using my Light tool, you'll get coordinates and tex name for each face with too many styled lights on it. And I think switchable lights also count as styled (e.g. a light can't be both switchable and styled at the same time).
This problem can be seen e.g. in hipend.
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