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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Update 
GTK1.4 is working, but not with the "progressive" JPGs I've been using (from the Rygel hi-def texture pack for DP). But once I converted them to .tgas, all went well. I dunno If I'll use those textures, maybe some of them, but at least I know what I can get working at the moment. 
Update (gah) 
Well, not GTK1.4 doesn't seem to want to save my maps. All the paths are in order (even the editor itself under the "save as" command shows the way directly to "\quake\id1\maps"), but the map still doesn't get saved. I even tried opening an old saved map and changing it (no dice). Mondo bizarro. 
Re: Zerstorer Info (#6836) 
Actually, I wasn't quite right.
If there are multiple bloodcubes in a map, their time adds up (the more there are, the longer the one the player picks up lasts, but itapparently does run out sooner or later). This way, one could make a map in which the player has the bloodcube the entire time. It can be removed by killtargeting it.

It's also possible to pick up several bloodcubes at once - this multiplies the damage. Of course, all of them also feed on the player, so his health is drained faster, too.

Thanks to aguirRe for investigating. 
Radiant 
I'm too stupid to set up GTKradiant for Quake correctly.
Where do I have to place the .wad files? 
 
In the id1 directory. 
Thanks 
 
Gtkradiant And Hammer Map Files 
I have a map file created in hammer. Is there a way to open it in gtkradiant? I get an "parse error at '[': expected '#number'" when I try to open it. 
In Addition... 
What neg|ke said will work for GTKRadiant 1.5, as I understand. For 1.4, look at a guide like necros's that tells you how to set it up (basically you have to convert the WAD's to jpg or tga):

http://necros.planetquake.gamespy.com/gtkrq1.html 
Func_train Control 
I want to have a func_train in my level that is to travel to a series of path_corners. I want it to travel to each path_corner and wait until triggered before moving to the next path_corner.

Is this doable in vanilla Quake? I have it moving to the first corner and stopping but then I can't get it moving again. 
 
not in vanilla quake afaik. maybe some clever hack? but not with the standard set of entities.

if you set wait to -1, it'll just stop at the corner forever. you can only make a train start by being triggered once. 
Necros 
I didn't test it but, just imagine you would use several trigger_once (one for for each path_corner stop) in order to force the func_train to restart: wouldn't it work ? 
 
I tried that but it seems like you can only trigger the func_train one time. After that, it ignores you. I can sort of hack it using multiple func_trains but that's really depressing from a hackery point of view.

Would love to solve this elegantly... 
This Probably Won't Work 
I haven't got a chance to test this myself, and I doubt it works, but try creating a solid entity like this:
"classname" "info_notnull"
"solid" "4"
"dmg" "2"
"movetype" "7"
"blocked" "train_blocked"
"use" "train_next"
"speed" "100"
"nextthink" "0.2"
"think" "func_train_find"
"noise" "misc/null.wav"
"noise1" "misc/null.wav"


I'm thinking it will mess up because it doesn't do the setmodel(self ...) calls at the start, but it's worth a shot. And maybe some clevererer people than me will think of a solution. 
I Hope It Does Work!! 
 
Vis 
Multithread vis for linux -- where to get the source? 
Multithread Vis 
for windows? Where to get the application? 
 
czg

I've been away for awhile and that reads like a whole lot of crazy to me. :) Can someone confirm that what he said works before I hurt myself trying it? 
What I Would Do Willem 
is make a small test map:

Create a simple tunnel with a platform (like a station platform) running down the length of it. Make a func_train that you can target to a sequence of three or four path_corners, with your "wait" "-1" key on each. Also make your "trigger_once"s where you want them. Export to a .map file. Open the map file in a text editor, find the func_train entity code, and replace with czg's code. Make sure that you also add a line

"targetname" "nameoftrain"

and make sure that your "trigger_once"s all have the line

"target" "nameoftrain"


I dont know if it would work, and am not in a situation where I could try it out for you, but hopefully this helps :D

Keep us posted 
 
I can't try it until tonight, unfortunately.

However, I AM now tempted to try my hand at some QuakeC. 
Once Round, The Hacking Way 
Assuming that you only need the train to take the path once, that it doesn't loop, then there's a hacky way to do it. The first thing to do is to read the second half of this post and digest it
http://www.celephais.net/board/view_thread.php?id=37116&start=36&end=36

It might be worth making a quick test map and see if you can make a train that switches from one simple loop to a second simple loop first, to make sure you understand the hack.

Once you've got that down, the next step is how to do the specific thing you want. The trick here is to stack two path corners on top of each other at each stop, and make them target each other. While your train is "waiting" to be triggered at a "stop", it's actually going to be going back and forth between these two points, just moving nowhere because they're at the same location.

When you want the train to continue on, you remove one of these two stacked points using the trick in the linked post("use s_explode6"). Then you have another path_corner with the same name later in the entity list, and it'll head to that. You might find you have problems if you want it to stop and wait at that next point, you will need to make sure it's the other path_corner stacked at that point which has "use s_explode" set, or both will get removed when you target the first one to be killed.

The main problem I can see arising with this hack is the sound, you'll constantly hear the platform starting to move while it's "stopped", so you might need to make it a silent platform. If this is a problem, or you want the platform to loop endlessly but still wait for a trigger at each point, then you'll need to go the QC way. Which isn't too bad, this is quite a hacky hack. 
Quake C Question 
So now I've got the bug to play with QuakeC.

Can someone confirm this for me: Is it possible to define your own brush based entities in QuakeC? Say, I want to create a new kind of door or platform - is that allowed or is it just for stuff like new monsters and weapons? 
Absolutely 
All of quake gameplay is made with QC 
 
Nice. I'm going to have a play then. Suppose I'll have to round up the source for QCC and get that compiled for OSX first... 
 
Not really mapping help but ... does anyone know where I might get a copy of the QCC source code? I've found many, many dead links on the web but not turning up much in the way of a real, actual download.

Or, you know, a binary that runs on OSX would be fine as well! 
QCC 
I think it would better to base any work on a more modern compiler like FrikQCC or FTEQCC. It's not like I know anything about it but there often is some talk at inside3d about those. 
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