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.
AguirRe
#5908 posted by golden_boy on 2007/03/11 21:14:37
I got the full download of your tools and suddenly all problems are gone.
The Light warning has vanished (I got my sanity back, thanks) and all animated textures are there.
Just wow.
I was using tools modified by Alexander Malmberg before (from the quest website.) I am using quest because I can't run radiant on my laptop (no GL) and no other editors will run under Linux.
Luckily, your tools run under Wine (windows emulator.)
thanks man.
AguriRe
#5909 posted by ijed on 2007/03/12 00:59:09
Deserves some sort of Quake community medal.
ARGH!
#5910 posted by ijed on 2007/03/12 00:59:46
AguirRe
Heheh
#5911 posted by R.P.G. on 2007/03/12 02:48:09
Well I think if we all just spelled his name right consistently that might be thanks enough. :)
Yeah
#5912 posted by golden_boy on 2007/03/12 17:51:40
I won't look back. I even tried writing Linux makefiles for his tools, but apparently they contain windows-or microsoft specific code. No idea. They don't compile.
Anyway, the tools are great (the lighting! WOW) so I'm absolutely going to live with that.
I knew I didn't have more than 2 light styles there :-D :-D :-D
Anyone Know A Way...
#5913 posted by than on 2007/03/13 11:45:32
to get a list of all the precache models in a level along with the total number?
Mcache
#5914 posted by aguirRe on 2007/03/13 11:59:08
for mdl/bsp/spr and soundlist for wav.
AguirRe
#5915 posted by than on 2007/03/13 15:36:08
Just the job. Thanks very much.
232 models :/ I guess that means I have at most 24 more triggers, doors or additional precaches I can use, though I suspect there are some engines that precache their own extra things for enhanced explosions, shotgun shells etc.
Do you know off the top of your head the max number of edicts? Is edicts something that can be increased at the command line in a regular Quake engine?
Edicts
#5916 posted by aguirRe on 2007/03/13 17:01:20
Oldest engines (DOSQuake?): 450
Old engines: 600
Old Neh engines: 1000
Joe: 2048
Fitz: cvar, up to 8192
My engines: 4096
DP: 32768
Other engines may be different. I haven't seen any cmd line option for edicts.
Usually, it doesn't help much increasing just the edict limit, as having many edicts will just generate packet overflows or SZ_GetSpace errors instead. The only engines I know that can handle many edicts are DP and my own.
Size Limit On Rooms?
#5917 posted by STALEPIE on 2007/03/13 22:08:02
I'm working on a level where you are at the top of a tall cliff and you're shooting rockets down far below. Is there a limit to the size of a room in Quake? I get a lot of tearing in the distance I think because the room and blocks are too big.
How Do You Mean?
#5918 posted by ijed on 2007/03/13 22:52:13
By tearing - it sounds like HOM (hall of mirrors). It also depends on your engine. In AguirRe's the only limit is created by including fog, which sets a clip plane before it's end that can chop long distance stuff (not sure how far, 1024 units or so).
If you include fog with a low density and have long distances this'll crop up. If not you should be able to see from one corner of a max extents box to the other. Though it does depend on the engine.
Other than that you can try looking for tiny brush misalignments - the usual cause for HOM's.
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