#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.
Bloody Lightning
#6744 posted by RickyT33 on 2007/11/16 10:27:51
It seams that Preach's map lightning trap worked, so I tried putting my targetted info_notnulls back in an seeing if it would work. You see its not that it dont work at all, it makes the sound of lightning firing for a second, then nothing. So I took out my lightning ents and info_notnulls and put them in another simple room map with a simple brush trigger_once, and long and behold it worked!!
So now I'm think it something to do with my triggers (trigger_relays) - trigger_counter counts three buttons getting pressed, then fires a relay with a "delay" "1" and a message, then fires another relay with a delay that fires the lightning...?
RickyT23
#6745 posted by JPL on 2007/11/16 10:54:55
Did you enable the light "toggle" field ? If it is not the case, you are not able to switch on/off the light. and BTW, it only work with light of style 0 AFAIK.
Hope it helped
LightNing :)
#6746 posted by RickyT33 on 2007/11/16 11:14:26
Although if you set two relays you can turn a light on and off in rapid succession, emulating a strobe effect!!! So you could have a stobe light effect which could be activated from a light beginning either on or off!
Arch Scale
#6747 posted by KennyJC on 2007/11/17 02:30:41
What is the correct scale and how to scale it?
I rotate it 45 degrees, go into transform, click scale, and add 1.060606 to X and Y cos I read it here, but it doesn't fill the gap.
I am basically using a half cylinder to act as a guide for the arch and need it to fit exactly in the space shown in the screenshot below.
http://www.esnips.com/doc/61063d95-e191-4e23-87be-81c76859d544/arches
Anyone?
#6748 posted by gibbie on 2007/11/17 02:45:57
try reading
#6749 posted by KennyJC on 2007/11/17 21:37:23
[i]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)[/i]
This was the only reply that made any sense and seemed concise that even a n00b could follow. Problem is I did this and the gap was not filled.
You can either be a prick or tell me what I'm doing wrong.
Make The Starting Arch Larger? Make Your Gap Smaller?
#6750 posted by czg on 2007/11/17 22:52:10
If your gap is x wide (orthogonally), the starting arch needs to be 4x/3 wide.
In your screenshot the gap is 80 units wide, which is not divisible by 3, which is terrible. Make the gap 72 or 96 units wide instead, which would make the starting arch 96 or 128 units wide respectively.
Items.wad
#6751 posted by JneeraZ on 2007/11/18 00:43:31
Does anyone know where I could get a hold of "items.wad"? It's one of the standard id wads I believe but my googling is coming up dry.
Umm Willem
#6752 posted by bambuz on 2007/11/18 01:06:07
aren't all the bsp item textures like ammo box in the normal id1 TEXTURES.WAD?
And the mdl models then have their own texes inbuilt.
Item Textures
#6753 posted by negke on 2007/11/18 01:21:48
None of the four standard id wads have those. You can extract them from the item bsps in the paks though.
Just For The Hell Of It
#6754 posted by ijed on 2007/11/18 01:21:48
I extracted them from my own megawad:
http://shub-hub.com/files/gfx/items2.7z
There may be some missing, because I did it manually, but I think that's all. Also, the exlobox's aren't there.
Quaddicted also has a big list of wads, but I didn't want to download the full id wad just to check if its inside there.
http://www.quaddicted.com/wads/
Heh
#6755 posted by ijed on 2007/11/18 01:23:28
Tripping over ourselves to answer that one.
Damn - Missed IT!
#6756 posted by RickyT33 on 2007/11/18 01:34:35
Also you get funky Items tex in Worldcraft3 combo!!
#6757 posted by JneeraZ on 2007/11/18 11:45:45
Thanks for the responses guys, very much appreciated!
#6758 posted by JneeraZ on 2007/11/18 11:47:51
And to add a little more info ... Yes, Quake101.wad has them in there but I was hoping that the actual items.wad was floating around somewhere. However, extracting and creating a custom wad from that one would be a problem for me because, remember, I'm on a Mac here. ;)
I think I've got it from here. Thanks again!
Differences Betwwen CA/RA/TF/CTF/DM Maps
#6759 posted by AlxNzx on 2007/11/18 14:36:22
Hi dear mappers.
I am in need of knowledge. I am trying to build a tool that would automatically sort maps by "type" based on differences.
I think I understood that ALL of TF maps have a in_tfdetect entity, but is there anything that particular for the other types? CTF/RA/CA/regular DM and such?
Info_tfdetect
#6760 posted by bambuz on 2007/11/18 22:31:35
I think is the name.
I think there must be at least some special spawns in RA for the players waiting if not anything else...
I Need Some Testing
#6761 posted by RickyT33 on 2007/11/22 13:24:33
A spot of Doom style blasting!
Plenty pine-apples, plasma battles and powerups!!
Bspeditor - Undo
#6762 posted by Ankh on 2007/11/24 21:56:46
How does the undo function in bspeditor work? For now I can only undo few steps. Is there any way to change it?
Fitz / Glquake Issues
#6763 posted by DaZ on 2007/11/28 15:29:42
Hello, Im having an issue with a fresh install of Quake on an older pc (pent 3 with gf3 ti200) where no version of glquake will run.
First both fitzquake and glquake could not find glide2x.dll so I downloaded a copy of that, now both programs will launch but then fall back to the desktop with the error "genport I/O initialization error" and then something about a non existent SST before a final error message telling me to run in the correct colour depth or something...
Anyone got any ideas?
Haha
#6764 posted by Spirit on 2007/11/28 15:43:12
Just delete all the dll files in the Quake directory (unless you installed some more engines who brought their own).
Hehe
#6765 posted by DaZ on 2007/11/28 17:04:18
Yup that worked, thanks Spirit :)
Terrain In 3.3
#6766 posted by KamiKaze on 2007/11/29 06:19:57
I thought it was just a case of dividing a brush into a mesh of vertices and then dragging the verts around to make some interesting mountains and terrain. But the mesh tool is only in 'Hammer' editor, and even that sucks ass.
Is it just just a case of building up a wall of multiple squares and matching up the corners with each verts are varying heights?
#6767 posted by KamiKaze on 2007/11/29 06:26:42
I guess I was right in that last paragraph. Kinda made something that resembles a rocky wall using that method.
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