Trigger_relay Sounds
#6187 posted by JPL on 2007/07/24 18:36:05
How to avoid trigger_relay to emit a sound ? I have 4 choices in QuArK (i.e 0: none, 1: secret, 2:beep beep, 3: large switch). I selected the "none" option, but I still have a "beep beep" like sound ingame... Is it the normal behaviour, or am I missing something ?
#6188 posted by Vigil on 2007/07/24 18:45:06
Don't put anything in the "message" field. Right?
Not Sure
#6189 posted by ijed on 2007/07/24 19:29:06
But 0 should work - different editor. Maybe try editing the .map direct with notepad.
Another question, similar;
How do I stop a door_secret playing its touch sound after it's opened? Using in the case of ones that remain open.
If all else fails I can just embed it in a wall recess or clip brushes.
Trigger_relay Sounds
#6190 posted by JPL on 2007/07/25 21:43:54
I checked the .map file, and the sound filed is set to "0"... pretty weird.. any idea where it could come from ?
Does It Have A Message Field?
#6191 posted by negke on 2007/07/25 22:40:10
Neg|ke
#6192 posted by JPL on 2007/07/26 08:04:11
Yes, it has a message field... is it the cause of the "issue" ?
Neg|ke
#6193 posted by JPL on 2007/07/26 08:05:08
Oh, and one of them doesn't have, but the beep beep sound is here BTW
Triggers Beep
#6194 posted by negke on 2007/07/26 11:32:20
when they have a message field, unless it's completely empty ("" no space).
If yours also beep without, check the trigger/button firing them.
Neg|ke
#6195 posted by JPL on 2007/07/26 13:58:12
OK, I have a single trigger_realy that causes the issue: it is generating a beep while triggering a sound, and it is not really the effect I wanted... I have this one to check particularly: thanks for the info ;)
BTW, as I already launched a fullvis run, is it possible to hack the BSP to remove the message field, or is it mandatory that I recompile all the stuff from scratch in order to obtain the wanted effect ?
JPL
#6196 posted by negke on 2007/07/26 17:23:51
Set the trigger's sound field to an invalid value then, like 4.
You can easily recompile the map with -onlyents if you only edited entity flags. Remember to run light -onlyents too if there are switchable light styles in the map.
Neg|ke
#6197 posted by JPL on 2007/07/26 18:02:32
I'll try it... and even if it doesn't "work" as I want, I can launch again my fullvis, as it was running only since 12 hours... so not a big waste of time...
Anyway, thanks !
AguirRe
#6198 posted by negke on 2007/07/27 12:27:14
Sorry for flogging a dead horse:
Would it be too much work to add support for detail brushes to Qbsp? After all, it has been done before by Alexander Malmberg - the source code is available too http://quest-ed.sourceforge.net/files/mapc/qutils_2_src.zip
Are there obvious reasons why this would be unfavorable, technical issues or the like?
Func'ing architecture does work, but it has disadvantages too. Detail brushes (not splitting geometry) might be better in certain situations.
I Know About
#6199 posted by aguirRe on 2007/07/27 15:08:39
those versions, they're introducing new file formats (e.g. map and prt) and AFAIK require modifications of all tools (possibly engines too).
I don't like messing with the original formats; I want to keep the stuff open-ended so you always can use whatever step that works best for you.
There are already "Q1" maps/mods that require specific tools and/or engines to work.
Detail Brushes...
#6200 posted by metlslime on 2007/07/27 21:08:45
...could not be compatible with the stock quake engines, as far as I know.
One thing that could work is having func_walls or func_illusionaries that cast shadows on the world and on themselves. I guess you'd have to have a flag or key that tells light.exe which bmodels you want this feature for. Then, you'd need to run each light trace through both the world BSP and every shadow-caster entity's BSP, and see if it collides on any of them before reaching it's target.
Obviously this would only make sense for entities that don't move.
Light Issues...
#6201 posted by rj on 2007/07/28 15:15:05
recently i've noticed a few problems when lighting rocky/terrain areas:
http://www2.jameson-h.com/fr/ftp/rj9k/img/light1.jpg
http://www2.jameson-h.com/fr/ftp/rj9k/img/light2.jpg
using tyrlite v0.92...
anyone have any tips on how to avoid these? is it just a case of dodgy brushwork or are there other light utils that fix it?
Do You Use QuArK?
#6202 posted by rudl on 2007/07/28 15:58:34
Had something similar when I did not add -etp to the Qbsp.exe
Rj
#6203 posted by aguirRe on 2007/07/28 16:12:34
Try updating to latest TyrLite, 0.92 is really old now. If it is what rudl suggests (i.e. you're using the QuArK ETP feature), then a more recent TyrLite will fix that.
If you want to try my Light (and still have the ETP issue), make sure to add -etp to the Light cmd line (not qbsp! ;).
If it isn't an ETP issue, then using 4x4 oversampling might help. If all else fail, it's probably a brush alignment issue and might be fixed by manipulating the brushes near the spot.
Sure Light
#6204 posted by rudl on 2007/07/28 17:49:05
not qbsp!!!
Cheers...
#6205 posted by rj on 2007/07/28 17:58:30
figured i'd give your light util a try. the same result seems to occur (i use worldcraft, so doubt it's ETP related) but i've decided i need to completely rebuild that rock section anyway because the shadowing looks weird in too many places.. it could use neatening up too!
on a related note, i've been playing around with your util & quite like the "second sunlight" feature (as well as the -soft option). i have a suggestion though, i'm not sure how plausible this is, but is it technically possible to add some form of falloff to sunlight, similar to that of attenuation 1 lights? i ask as i've been using attenuation 1 lights as a replacement for sunlight recently (since until now i could only get sunlight in one direction) and have grown to like the effect they give, where the light starts to gradually fade out towards the ground (with a very subtle ratio). if this were possible with sunlight/second sunlight then it would make things an awful lot easier!
#6206 posted by rudl on 2007/07/28 18:55:42
It is still possible that its the -etp because when you open the quark .map file with worldcraft it does not delete the echanced texturing
#6207 posted by rudl on 2007/07/28 18:57:30
->aquirRe's convmap tool
Well..
#6208 posted by rj on 2007/07/28 19:10:48
i've never even heard of enhanced texturing. based on that is there much chance of my map having used it?
Quark
#6209 posted by rudl on 2007/07/28 19:15:16
Quark always uses it when you have very complex structures (detailed oudoor-brush)
I always use -etp even if I don't have this problem
ETP
#6210 posted by rudl on 2007/07/28 19:17:29
Sorry I wrote enchancd texturing in my last post
ETP=Enchancd Texture Positioning
#6211 posted by rudl on 2007/07/28 19:23:14
Are those faces completely black or very dark
if they are very dark it can also be caused by the fast light option (is always activated when QuickGo)
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