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#6687 posted by Preach on 2007/11/09 10:54:31
You'd use
http://celephais.net/board/view_thread.php?id=37116&start=14&end=14
instead.
The particular function you'd want is CastLightning. Rather than setting "enemy" "1", which would make the lightning shoot at the player, make another info_notnull. Find out the edict number of this info_notnull, say 23, using the 'edicts' command in the console. Then set "enemy" "23" on the lighting shooter.
Be warned, this kind of hack can be hard to pull off when you have skill levels, because if monsters etc. get removed, the entity number of the lightning target can change. One way to avoid this is to ensure that the lightning target is added before any monsters, so nothing can be removed earlier than this entity. The other way to do it is to have three copies of the setup in your editor, one that only appears in easy skill, one for medium and one for hard. Then work out the correct entity number for each skill level.
What If
#6688 posted by RickyT33 on 2007/11/09 11:03:53
I edit the .map file using wordpad or notepad and move the entity to the start? Or swap it with the first one? Would that work?
Thnx BTW :)
Hmm
#6689 posted by Preach on 2007/11/09 11:29:54
The first way would certainly work, except that you'd have to do this each time, which would be a pain. It's better to make sure that the entities are in order in your editor, which in worldcraft means adding them first - no idea about other editors. I think the latter way of doing it(one version for each skill) is gonna be easier in the long run...
Well
#6690 posted by RickyT33 on 2007/11/09 11:48:21
As it happens, I havent put any enemies in the map yet! I think what I'll do is use Weapon Lightning for the mo as a marker type thing, and then right at the end (after all testing and stuff) change it for shambler lightning. Anyhoo, its good to know I've got options here!
Thnx again!!!
The Time Is Now
#6691 posted by Preach on 2007/11/09 13:44:29
If there's nothing in the map that's gonna get removed by spawnflags yet - that's the perfect time to sort this out! You won't have many entities to look for in your list of edicts, and you won't have to worry about anything getting removed. Just don't delete any entities currently in the map and all should(fingers crossed) continue working in the future. So I'd recommend change it now, get it working, then continue adding monsters etc.
Well
#6692 posted by RickyT33 on 2007/11/09 14:01:48
I hope so. I mean I'll try it. I dont know much about the transition between an .rmf file and a .map file. If the edicts are assigned roughly in order with the chronology of how entites are placed in an .rmf, then I would see how it would work!
Well
#6693 posted by RickyT33 on 2007/11/11 14:17:38
I believe that what Im gonna do is make the level to a point where I need some testers, cause that way after I have sorted out the gamepley, I can fix up the lightning using Notepad!!! - Then do it all again for the final version :|
Yes, I believe I have popped my .map-in-Notepad cherry. I see now why its called 'Hacking'
Worldcraft 3.3
Nice GUI and texture alignment stuff, but if you export a .map from an .rmf, then re-load it after a bit of tampering in notepad (or even without any tampering I guess) you lose all of the extra texture alignment info!!
I got the lightning sussed. I moved the targetted info_notnulls to where the first few entities start after all of the world stuff, then use AguirRes engine to look at the edicts, get the number, then change the 'enemy' key appropriately.
I have also discovered how you can clean up a .map file by removing any extra shit you dont need!!!
Worldcraft and notepad dont work in unison very well tho! Worldcraft takes stuff out and adds stuff in like extra keys on import!! So backups have been essential!! - I have to resume building on an un-hacked version. The experiment worked, but I will have to re-do it all again anyway cause I can't resume working on the hacked version :(
Welcome To
#6694 posted by aguirRe on 2007/11/11 15:03:57
.map file mapping ...
Textures
#6695 posted by fred on 2007/11/12 06:31:02
i just downloaded 1.5 gtk radiant and there isnt a textures menu can anyone help me?
Hmm
#6696 posted by Plant on 2007/11/12 06:58:31
I only messed around with 1.5 briefly, I prefer 1.4, but anyway, is it called something else? materials or something maybe? What happens if you press the T key, does that bring up the texture browser?
Press The Letter T
#6697 posted by HeadThump on 2007/11/12 06:59:05
and the texture window will come up. Personally, I only use 1.5 for creating prefabs but not for texturing. I hate the new texture methodology here because of the fewer options and the less intuitive set up. Why screw up something that had worked well since QeRadiant?
Ty
#6698 posted by fred on 2007/11/12 07:27:28
ill try that if it dont work ill download 1.4 instead
Fred....
#6699 posted by metlslime on 2007/11/12 07:51:08
they moved the texture menu down so that it is part of the texture viewer portion of the screen. (I think)
1.4
#6700 posted by fred on 2007/11/12 16:52:48
can you use 1.4 to create maps for temulous?
Fred,
#6701 posted by HeadThump on 2007/11/12 17:10:44
any of the Radiant builds can be used for Quake mapping. This is I do it - I set Radiant for Quake 3 Arena, I convert the Quake wad I'm using to the Targa format and place them in my Quake 3 directory like this:
Quake3/Baseq3/Textures/Armagon
Next, you'll need the definitions file, go to
Quake3/BaseQ3/Scripts folder and replace the entities.def file with the Quake1.def file.
Which you can find here:
http://mortisville.quakedev.com/quake1.def
(Filezilla is the greatest!)
You'll have everything you need to build a map file. You'll run into a few things that might cause you trouble. Don't bother with the curve
tools, they wont translate over to Quake 1, and Quake 3 texture alignment is more flexible than Q1 native so it is best to experiment in this area to see what you can get away with.
Part I
To Actually Build The Maps
#6702 posted by HeadThump on 2007/11/12 17:18:33
download the tools on AquiRe's site,
http://user.tninet.se/~xir870k/
and read the instructions.
When I'm ready to compile a map into a playable bsp file, I make a simple batch file (a text file with a .bat extension) with this sort of text:
Txqbsp -q2map mymap.map
vis -fast mymap
light -extra -soft -fast mymap
The -q2map is a conditional AquiRe added that allows the compiler to convert the Q3 map (Q2 and Q3 are the same format except for the addition of curves) into Quake data during compilation.
Oh, And I Put
#6703 posted by HeadThump on 2007/11/12 17:20:58
Maps, wad files and the tools all in the same folder, but you can be more orginized if you want to by including directoy info like:
Txqbsp -q2map maps/mymap.map
and include a line in the Worldtype for you wads like so:
C:\maps\textures\armagon.wad
Walkthrough
#6704 posted by fred on 2007/11/13 01:54:54
does anyone have one for gtk radiant 1.5.0?
I'm Still Using 1.4--never Saw A Reason To Switch.
#6705 posted by pjw on 2007/11/13 07:45:52
But this might help you. Documentation.
http://zerowing.idsoftware.com/files/radiant/docs/1.5/
Also, here's a tutorial for 1.5 that I found in a few seconds via the magic of Google, but I have no idea if it's worth anything.
http://files.filefront.com/GTKRadiant+15+Mapping+Tutorial/;6785024;/fileinfo.html
Quoth - Lightning
#6706 posted by RickyT33 on 2007/11/13 10:09:17
I was looking at the Quoth tutorial yesterday and saw that they have facilitated lightning use with the entity trap_fired_lightning (or whatever it is). I may not have got the key name correct whilst sitting here typing but I was definately using the correct one yesterday (it is trap_fired_lightining, isnt it ;). How on earth do you make it fire downwards??!?! It doesn't matter what values I set for 'mangle' or 'angle', it wont fire downwards! Annoying really. I may just end up using the hacks I was gonna use for the lightning anyway, I just thought the Quoth one would be easier!
Any clues?
Ive tried 'mangle' '-90 0 0', '0 -90 0', '-90 -90 -90', Ive tried the same values for 'angle'. None seem to work!!
Rtfm
#6707 posted by Spirit on 2007/11/13 10:58:21
Oh Oops
#6708 posted by Spirit on 2007/11/13 10:58:58
Try angle -2
Hmm
#6709 posted by Preach on 2007/11/13 11:28:29
If it says mangle in the documentation, that should just work straight up. I will take a look at this for quoth2.
OK
#6710 posted by Preach on 2007/11/13 11:44:11
At the moment, mangle support isn't there, it will be for quoth2. Angles should work, but you'll run into the usual problem of the editor only exporting the yaw component. Your best bet is to add an info_notnull where you want the lightning to strike, give that a "targetname", and give the lightning a "target" key with the same name.
RickyT23
#6711 posted by JPL on 2007/11/13 14:11:56
mangle is the light direction saying "yaw pitch 0"
angle is the cone angle formed by the light
yaw is in [0:360] range
pitch is in [-90:90] range
As exmaple if you want a light that gives a top-down light cone you need a mangle set to 0 -90 0
But it mainly depends of both editor and light tool you are using
and Preach method is as good as it describes it, except it might consume edicts... but I'm not sure about that point...
and it has been saif, read the documentation of the light tool (if it exist)
Hope it helped.
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