Weird Angles
#6719 posted by Preach on 2007/11/15 02:27:05
-1 and -2 for angles won't work in this case. It only works for certain entities, namely ones that call the function SetMoveDir(), which correctly reads the angles. The function is designed for creating a unit vector that the entity uses for movement purposes. The lightning doesn't move, it just gets fired, so it uses the angles as they are set. More like a info_intermission(or it will be once mangle works correctly).
http://www.btinternet.com/~chapterhonour/trap26.map
is a map that shows the info_notnull way to set it up. So try copying that.
Entity file: There are some quake tools, like adquedit, that will extract an "entity file". This is literally a plain text file containing the entity data from the map. It looks fairly similar to what you'd see in the map file, but without any of the brush lines for brush entities. The added bonus is that you can then import an edited .ent file back into the map with the same program, so you don't have to recompile it. Furthermore, some engines will automatically load an .ent file with the corresponding name of a map, in the same way they'd load a .lit file. Except this time it replaces entity information, not light information.
Diagonal Arches
#6720 posted by KennyJC on 2007/11/15 04:25:48
Arches are a pain the arse already, but what I haven't done before is diagonal ones. How do I make it so that it will evenly fit into the space?
Here is a screenshot of where I want a double-arched window.
http://www.esnips.com/doc/61063d95-e191-4e23-87be-81c76859d544/arches
How would you do it?
...and While I'm Here...
#6721 posted by KennyJC on 2007/11/15 04:27:14
Is there any way to just simply add a vert to a line on a brush? Really made life easy in Doom mapping, so I'm hoping for something similar in Quake, but I can't find any way to just simply add a new vert without having to clip the line.
#6722 posted by gibbie on 2007/11/15 05:23:21
Kenny, regarding diagonal curves, I made this for you: http://www.jbeck.demon.nl/temp/bobby.jpg
#6723 posted by gibbie on 2007/11/15 06:00:22
Apparently a lot of people like a 15 degrees rotated version of the simple curve showed in my pic... here is the 24-sided version of it (linked by bambuz): http://e.photos.cx/czg_arch_baseunit_12-f73.png Anyways this should give you some ideas how to make curvy stuff the right way.
#6724 posted by rudl on 2007/11/15 10:47:34
Why not making a simple arch+wall and rotate it by 45�?
Rudl:
#6725 posted by metlslime on 2007/11/15 10:48:22
problem with that is that rotating it would result in all the brushes being off-grid and probably have gaps, creases, and overlaps.
#6726 posted by rudl on 2007/11/15 10:52:40
And why not making a wall and rotate the negative arch by 45� and substract the brushes?
Preach
#6727 posted by RickyT33 on 2007/11/15 11:55:13
Im gonna retexture the map you posted and compile it and try it later, but looking at it in notepad I dont understand why the lightning has a 'mangle' and a 'target'. I mean I have tried both of these techniques but not together at the same time, mainly cause the tutorial said to use 'target', 'mangle' or 'angle' - one or the other?!!?
Also you have light entities with:
{
"classname" "light"
"light" "400"
"wait" "1"
"mangle" "0 -90 0"
"angle" "70"
"origin" "-96 -88 384"
}
Surely you could ditch the 'angle' and write
"mangle" "70 -90 0"
Hehe - I was thinking I'll probably end up just using the hack for the lightning anyway cause it sounds better!
Also if I had some small func_trains following a path round in a circular shape (a six or eight edged route), I could source some info_notnull lighning in the middle using the CastLightning style entity, and then target the trains using the 'enemy' key... - voila - Half-Life intro style scene!
Rudl
#6728 posted by Spirit on 2007/11/15 12:12:10
Substracting is just as evil as rotating.
Rudl
#6729 posted by RickyT33 on 2007/11/15 12:29:57
Just make the shape by eye - all of these fancy tutorials and techniques for making quake-friendly curves dont give true curves anyway. A true circle wouldnt hit a 1*1 grid anywhere (potentially). Use wedge shaped brushes to make the shape, or four-sided brushes with a clipping tool for example. If you can get all of the edges on the grid you can go back and re-make the shape using less brushes.
Oh No - Wait A Mo
#6730 posted by RickyT33 on 2007/11/15 13:15:33
If you make the arches as simple as poss, say with two wedges in each corner, rotate by 45 degrees, then use vertex manipulation tool to line the points up on the grid! I dont think you would get any illegal faces because its 45 degrees all the way.
Well
#6731 posted by ijed on 2007/11/15 13:26:17
The thing about the fancy methods is they let you build it once and know for sure it'll work, letting you copy it throughout the level. Also you can make much more complex shapes, like helix' multiple curves etc. Look at the very first room in czg07c to see a good example.
And it's much cheaper for vis time.
Yeah
#6732 posted by RickyT33 on 2007/11/15 13:47:19
I have an .rmf called acurve.rmf full of pre-fabricated curved shapes. Its soo easy to use them for whatever.
The problem is that rudl needs it to be 45 degrees rotated. Thats a pain cause although you could fit all of the points onto a 2*2 grid or whatever, you might find yourself with illegal faces, which worldcraft will render ok, but by the time its been through a Qbsp.exe its gonna distort the shape - you might end up with small gaps between brushes.
#6733 posted by czg on 2007/11/15 13:57:55
http://files.myopera.com/christig/albums/391747/angledarch.png
1: Make your arch.
2: Rotate your arch 45 degrees.
3: Scale your arch in the X/Y plane by 1.060606... , OR up so the bounding box is 1.5 times larger than the original arch.
4: Snap to grid 1/4 of what the original arch snapped to (IE if the original was on grid 8, snap to grid 2)
Ricky
#6734 posted by aguirRe on 2007/11/15 13:59:11
FYI, angle and mangle keys are not related to each other in a light entity, angle is spot light cone and mangle is spot direction.
Now you seem to be mixing up lighting with lightning ... ;)
Yeah
#6735 posted by RickyT33 on 2007/11/15 14:09:18
Dont listen to me anybody - I'm only ever speculating.
Rudl - Listen to czg, im only speculating here but I would say he knows about 50 times more about gemetry than I do. Maybe 52 times more...
AguirRe - I did not know that. So increasing the 'angle' of a light which already has a 'mangle' increases the size of the cone. Whats the default 'angle'?
Gemetry = Geometry
#6736 posted by RickyT33 on 2007/11/15 14:11:57
I cant even spell the word...
RickyT23
#6737 posted by JPL on 2007/11/15 14:38:12
Default is 40 degrees in QuArK...
Go experiment.
Shazam Strikes Twice
#6738 posted by Preach on 2007/11/15 14:52:45
Sorry, the "mangle" key in the info_lightning_targetted isn't needed. I forgot to remove it when adding the "target" key. "target" will always override "mangle", because having a "target" specifies the end point exactly. "mangle", isn't as precise, saying that the endpoint is up to 600 units in this direction, depending on whether you hit something. Not to mention "mangle" doesn't do anything in the current release of quoth anyway.
And yeah, what aguirRe said about the lights. You should only need the knave.wad file to make it compile, worldcraft throws the others in for fun. It's a texture set well worth having.
Czg
#6739 posted by rudl on 2007/11/15 16:40:43
Thats a cool method it's
exactly
http://www.picupload.net/f-10678b14ddc0b4e218414f35bdbec898.png
1,060660172...
and it must be built over a square
#6740 posted by rudl on 2007/11/15 16:53:57
no works with other arches too
Yeah I Realised That After I Hit Submit
#6741 posted by czg on 2007/11/15 17:45:16
I usually put in 1.06060606006 because it's easy to remember and Ogier doesn't do more than four decimals precision anyway.
#6742 posted by rudl on 2007/11/15 21:09:20
It's possible to set the Number of decimals in Quark.
5 is the dafault value
#6743 posted by gibbie on 2007/11/15 21:20:40
Better to scale by exactly 1.375, then shear to 45 degrees, and then use the clipper. Stuff is guaranteed to stay on grid this way.
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