Kamikaze
#6787 posted by JPL on 2007/12/08 10:39:29
pointfile
And I Forgot To Say...
#6788 posted by JPL on 2007/12/08 10:51:36
Alright: - Quoth - Info/Trigger_command - Centerprint??!?!
#6789 posted by RickyT33 on 2007/12/11 21:58:59
I moved this over to the Mapping Help thread so as not to get told off:
I have got fog working in my level (hooray!!)
BUT
I cant get rid of the centerprint command. It seems that the command itself is set by the "message" key, and aswell as 'firing' the command, it prints the "message" in the center of the screen!! This seems a bit daft to me (or am I missing some spawnflag or something?) because surely the player doesnt need to see some cvar/command!
I am using the fog in a situation where you walk down a blind corridor, and there is a trigger at either end, and as you enter a room the fog is on, and when you leave the other end of the corridor the fog is off. But I dont want to see "fog 0.08 0.5 0.1 0.1" in the middle of the screen, with a sound effect. Any ideas?
Is It Engine
#6790 posted by aguirRe on 2007/12/11 22:33:54
indifferent? I seem to remember this issue, but I don't recall any details.
Center Print
#6791 posted by JPL on 2007/12/12 07:51:58
AFAIK, you have no possibility to remove the message... maybe it will be corrected in Quoth2 :P
It's Alright Guys!
#6792 posted by RickyT33 on 2007/12/12 10:07:26
After a bit more experimentation, I have found the answer:
info_command + trigger_multiple = no certerprint
trigger_command = centerprint!
also:
"target2" "nameofinfo_command" = incorrect command usage console error (not crash)
hehe :D
RickyT23
#6793 posted by JPL on 2007/12/12 11:25:44
Good info: thanks !
Vine Textures?
#6794 posted by Jehar on 2007/12/14 07:32:24
Had anybody ever used a simple vine texture with a background that can easily be made into a transparency? I'm generally unlucky in finding good texture repositories. Drooping vines, or anything close, would be really neet-o.
Jehar
#6795 posted by JPL on 2007/12/14 08:12:54
Check http://www.quaddicted.com/wads/ there are tons of texture set there ;)
Make your choice
Mirrored Textures
#6796 posted by Mikko on 2007/12/14 20:51:09
For some strange reasons all textures that I apply to surfraces are mirror images (x-axis reversed). Why and how to revert them? (Worldcraft 3.3)
In The Texture Editor Box Thingy
#6797 posted by DaZ on 2007/12/15 00:03:50
where it says texture size x and y, change it to -1 instead of 1, or whatever you have in there, this will reverse the texture on the axis you chose.
Terrain Woes
#6798 posted by KamiKaze on 2007/12/15 05:29:53
This is my first real attempt at terrain in Quake. But it appears that what I do in the editor is not reflected in the game.
For example, here is what I've done as seen from the editor:
http://www.esnips.com/doc/6f4642d4-1fe9-43d7-aa48-6f9b83e9ce60/editor
And here it is in the game:
http://www.esnips.com/doc/8f91108f-6713-4aa8-b2de-eb27253a6d07/quake11
You can see the edges/verts aren't connecting in the same way as they are in the editor.
I'm guessing it's a problem with the compiling tools? This screenshot wasn't VIS'ed, but on a brief previous attempt at terrain, the same thing happened while the map was fully VIS'ed.
Kamikaze
#6799 posted by Blitz on 2007/12/15 10:00:26
You're most likely making concave geometry in the editor and it's being moved to the nearest vertex to make it non-concave upon compile. It used to happen to me when I'd try to skew cylinders to make rocks.
Your best bet is to tri-soup that badboy like this:
http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=16
Yeah - That
#6800 posted by ijed on 2007/12/15 16:37:49
Chop it up into Five (wedges) or four sided shapes (pyramids) and you'll be good. For overhanging stuff I'd recommend pyramids, but it's more work to keep everything together. Wedges work best for floors; it's easier to keep them neat and without leaks or holes.
Also, you've moved over from Q2 mapping? Good to see you here.
So Basically..
#6801 posted by KamiKaze on 2007/12/15 19:01:03
These errors have shown up because I was using rectangle brushes?
I think I tried using triangular brushes previously, but found it more difficult. Guess I will need to practice that. I know the method, just a case of trying to get it to look good!
ijed: No, I was into Quake mapping 10 years ago, but never really finished anything. I've made a few maps for Doom2 in the last couple of years but ended up getting frustrated with the limitations, so came back to Quake.
Yes
#6802 posted by bambuz on 2007/12/16 14:48:16
go for wedges, ie a 5 sided brush, bottom and top are triangles. Bottom, top, 3 sides.
A triangular slab so to speak.
Then just always look at the brush from the top, select a the slab's corner vertex/endpoint, both the top and bottom vertex at the same time, and move that unit together. One corner of the slab. You can move it sideways or up and down too.
As long as all the three corner vertical edges of the slab are vertical, it stays as a legal brush where it's convex and all the sides are planes.
I made a pic ages ago but it's lost in some of those pic upload services, maybe searchable in this thread.
Can't Find
#6803 posted by Healton on 2007/12/17 13:50:57
where i can send private message to users?
Luckily
#6804 posted by Spirit on 2007/12/17 13:54:02
You can't. This is a public message board no "communication service". Use e-mail.
Should've Posted In The Site Help Thread...
#6805 posted by RickyT33 on 2007/12/17 15:16:08
...right?
Healton
#6806 posted by Blitz on 2007/12/18 02:24:59
You know you could check the user in question's profile and see if they have their e-mail posted or simply just say who it is you want to contact and someone could probably help you out if it's a current user.
Quark Users
#6807 posted by Spirit on 2007/12/30 18:57:00
Hold n while dragging a vertex, sex! I never knew.
#6808 posted by JneeraZ on 2007/12/30 21:08:41
What does it do?
Single Vertex Dragging
#6809 posted by Spirit on 2007/12/30 22:20:30
That's Really Easy To Do In WC.
#6810 posted by inertia on 2007/12/31 00:28:55
Just push "vertex tool" a few times.
#6811 posted by JneeraZ on 2007/12/31 02:14:06
Ahh OK, thanks! I see that it triangulates the faces when you do that. Is that automatic?
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