And
#6369 posted by golden_boy on 2007/09/11 21:31:09
Should someone prefer .def files, I have a unified Quoth+Quake one. :-)
D3 Loading Screenshot
#6370 posted by czg on 2007/09/11 21:33:52
The loading screen is actually a GUI.
Take a look at the original GUI files and you can probably figure out how to make a copy with the relevant file pointer changed.
I don't remember if there's a naming scheme that decides what GUI the game shows during load or if it's written in a script/decl somewhere, but I remember the whole thing as being easy to figure out.
Items Disappear
#6371 posted by Mikko on 2007/09/11 21:52:23
I started adding items and monsters. Now, why the hell do some items insist on disappearing? I have checked that they're not limited to any particular skill setting and so on so what's the problem?
The teleport thing doesn't work. The platform that has been tied to trigger_once entity doesn't show up in game.
In Build, all you had to do was to add a sprite called Touchplate and give it a value. Then you added Respawn sprites around the map and linked them to the Touchplate sprite. Quake is like Doom - the monsters have to be somewhere in the map before you teleport them.
"The only ones who don't have Quoth are probably very casual players or newbies (not many). Or QW players."
Yes, but the map is 95% done so it wouldn't make any sense to switch to Quoth at this point just to avoid having problems with teleporting monsters.
Standard or not, it's still extra hassle to many casual players. This is just a usermap and therefore not worth the trouble.
I of course have Quoth, play maps that support Quoth and think it's a fun pack. The monsters are particularly entertaining.
Dissappearing Items
#6372 posted by ijed on 2007/09/11 22:07:40
I'm guessing you've gone beyond a certain size, which means WC won't display all the objects - remember, its about as old as Q1 itself. To get around it use visgroups.
I could go into a detailed explanation but they're pretty logical and easy to use - properties of whichever object, set it to a visgroup, set the hand of that visgroup on or off and update - the off hands visgroups are invisible in the map. Useful for building stacked levels or just seeing the geometry without alot of entity boxes in the way.
Also, for the platform you mention, it's probably better to make it a func_wall that is killtargetted by the trigger_once - the monster's stood on top and falls into the teleport field after the func_wall is removed.
Mikko
#6373 posted by negke on 2007/09/11 22:09:27
The items are likely disappearing because they are placed too close or even inside the walls. Move them a few units away from any adjacent geometry. Type 'developer 1' in the console and load your map to see corresponding warnings.
If all you wish for is teleporting monsters, then there is no need to go for Quoth of course. Just put them inside trigger_teleport brushes in a room outside of your main map and have some trigger_once (or any other entity) fire them as explained above.
As for casual players not caring for installing extra mods: It's probably true, yeah. But then again, if they are too casual to even read the text file coming with the map (explaining what is required to run it), they don't really deserve to play it at all.
Of course, if you're benevolent, adding some 'protection' can't be wrong when using a mod... But that's another story. ;)
Worked
#6374 posted by Mikko on 2007/09/11 23:20:30
Okay, the items weren't inside walls but apparently too close to them (had no idea that's a no no).
Anyways, I asked a few days ago about sunlight. Now, I have no idea where to put that "-sunlight" command (I have Aguire's tools). I checked "Extra" options from the Run window but apparently I had no idea what I was doing since the program crashed/didn't have any effect when I tried putting that -sunlight somewhere there. The txt file provided no instructions for n00bs like me.
The lighting system is pretty new to me. In Duke3D (and in Doom) you construct all shadows manually by building sectors and then shading them. I actually made a map (http://lvlworld.com/comments.php?id=1540) for Q3A but that was a bit - but not much - different (GTKRadiant) and it's been years.
Mikko
#6375 posted by inertia on 2007/09/12 00:19:29
Start using the tools from the command line. That is where you add such options as "-sunlight". In the end, the trouble is worth it (imo).
Teles
#6376 posted by Mikko on 2007/09/12 19:14:24
Now the teleport thing works but I have no idea where the monsters go. The monsters are teleported from their original location but they don't end up where they're supposed to end up. I'm supposed to add info_teleport_destination entity to where I want the monsters to appear, right? And the trigger_teleport is supposed to target it.
That's Correct...
#6377 posted by metlslime on 2007/09/12 20:35:50
as a test, make sure the destination is off the floor a fair amount.
In radiant the bounding box can rest on the floor, but if you're just placing a zero-sized point (does worldcraft do it this way? -- probably, since worldcraft users are always putting ammo in walls and stuff) then it need to be up... try 48 or 64 units...
Telefraggin'
#6378 posted by Mikko on 2007/09/12 21:39:34
Yeah, it works now but the monsters get telefragged. I guess I have to make separate teleports for each dude.
Mikko:
#6379 posted by metlslime on 2007/09/12 21:41:10
oh, yes you do. I didn't realize you were pointing them all to the same spot.
Pretty Much Done
#6380 posted by Mikko on 2007/09/12 22:13:45
Yeah, well that wasn't the real problem but the fact that the destination entity wasn't enough off the floor. Of course, I have been making sure when placing items and other entities that they're not inside walls but I didn't know that's not enough.
Anyways, if I want killing one monster to cause another one to spawn, is it done the same way as other monsterspawns, just with the exception that I replace the trigger_once brush with a monster? What if I want it so that a total of three etc. monsters need to be killed before another wave steps in?
Mikko:
#6381 posted by metlslime on 2007/09/12 22:32:20
Anyways, if I want killing one monster to cause another one to spawn, is it done the same way as other monsterspawns, just with the exception that I replace the trigger_once brush with a monster?
Correct.
What if I want it so that a total of three etc. monsters need to be killed before another wave steps in?
Have all three monsters point to a "trigger_counter" with a count of 3, and that trigger_counter points to the teleporter.
Coloured Lights...
#6382 posted by distrans on 2007/09/14 06:42:20
Hi all, I'm currently working on a Q1 base level using JPL's converted d3 texz and would like to add to the d3 effect by including some subtle coloured lighting. JPL has attempted to get me going in this area but I think I'm missing something. I use WC1.6 and compile using aguirRe's tools except for lighting, for which I've substituted the latest tyrlite build.
Can anyone:
- point me to a tute
- carefully explain their method
- point to common mistakes made by coloured light noobs :)
Distrans
#6383 posted by JPL on 2007/09/14 08:21:40
Please send me an email explaining which method you are using, plus a map example with something you tried to do (e.g, a square room with 4 ligths of different colors would be enough I guess), but for which you were unable to obtain the wanted effect (explained what you wanted as well BTW)...
I'd be happy to help you on that point.
And
#6384 posted by madfox on 2007/09/14 17:33:59
Tyrlight is the enlightened one who has shapened Quake with coloured light.
I think you can find all tutorials there.
http://tyrann.planetquake.gamespy.com/
Dada
#6385 posted by Mikko on 2007/09/17 19:26:29
Not really about mapping but how to enter spectator mode so that you can take all these nice screenshots with enemies and no weapons attached on the screen?
Try Adding This In Your Config, Then Press Q
#6386 posted by Spirit on 2007/09/17 19:57:57
alias screenshot_on "r_drawviewmodel 0;crosshair 0;viewsize 120;fov 120;bind q screenshot_off"
alias screenshot_off "r_drawviewmodel 1;crosshair 1;viewsize 100;fov 120;bind q screenshot_on"
bind q screenshot_on
Fov 120 Is Way Too Much
#6387 posted by negke on 2007/09/17 20:26:25
Only By 30 ...
#6388 posted by aguirRe on 2007/09/17 20:57:48
:P
#6389 posted by Spirit on 2007/09/17 21:15:24
Hmm
#6390 posted by bal on 2007/09/18 10:21:59
I still play in fov 120 in any game that lets me, feels so weird when it's less. =\
Monsterspawn Failure
#6391 posted by Mikko on 2007/09/18 19:21:20
Why do some monsterspawns refuse to work? The target and name tags are correct - I have checked this a zillion times. The teleports are teleports and they're of the same size as all the other teleports around the map so it's not that the monsters are too big. Also, believe me I've checked they're not too close to any walls.
I have around 30 spawns around the map so having four malfunctioning teleports is not such a big issue but it's actually becoming an obsession. And it's three specific areas.
Mikko
#6392 posted by golden_boy on 2007/09/18 23:35:51
the teleports are teleports? huh?
You stick the monster you want to spawn halfway into a trigger_teleport. The monster and the trigger_teleport get the same "targetname" field. The trigger_teleport targets an info_teleport_destination. Make sure the info_teleport_destination doesn't have the same "targetname" field as the other two!
You have all the monster/trigger_teleport setups in a separate dedicated spawner room.
Right?
Did you get skills messed up (does Light give you messages like "X has no target in Easy skill" etc)?
The trigger_teleports can be any size, it's enough if the monster touches them. Each monster must have its own trigger_teleport! Make sure they don't touch (leave some room between them.)
The info_teleport_destination, as you noted, should not be inside walls etc.
Do you get any error messages? Tried setting "developer 1" in the console, or starting the game with -developer command line flag? Those give you more messages.
And I hope this doesn't upset you, but can you see now why I suggested Quoth? :-)
#6393 posted by Mikko on 2007/09/19 01:19:02
"The monster and the trigger_teleport get the same "targetname" field."
I haven't named the monsters but I don't think it matters since 90% of these spawns work fine without targetnames.
"Did you get skills messed up"
No. The monsters are there - they just don't spawn.
All the spawns are in a separate room, each monster having his own telebox and so on.
Developer 1 doesn't show anything relevant.
Anywayz, this had me wonder:
"The trigger_teleports can be any size, it's enough if the monster touches them."
"You stick the monster you want to spawn halfway into a trigger_teleport."
What do you mean by "halfway" in this context?
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