It Can Be Done...
#688 posted by metlslime on 2003/11/06 17:49:56
but it's complicated. I'll post an explanation when i get home.
I Dunno If This Is What You Want
#689 posted by czg on 2003/11/06 17:55:18
But check out this:
http://www.planetquake.com/greyvoid/small_test.map
That's the best approximation of what you're describing I can think of.
Look At CZG's Map
#690 posted by metlslime on 2003/11/06 21:02:59
He did exactly what i had in mind.
Many
#691 posted by atropos on 2003/11/06 21:08:50
thanks
Many
#692 posted by atropos on 2003/11/06 21:12:09
thanks
Many
#693 posted by atropos on 2003/11/06 21:19:54
thanks
Many Thanks Indeed!
#694 posted by czg on 2003/11/06 21:38:09
Famous E1m8
#695 posted by Madfox on 2003/11/07 12:54:42
Thankz..
Here a mapper, who tries to compile a map for
the famous e1m8 gravity level.
I done so, changed in the world.qc name for e1m8,
compiled, but the level does not appear in the game.
Is it possible to do so, or is it just whisfull
thinking?
Haven't seen so much gravity levels afterall.
Well, Technically Yes
#696 posted by Wazat on 2003/11/07 13:26:18
But, I've noticed that quite often the game favors files in the pak files over files outside of it. However, if you change the directory using -game, the new directory's files take priority. So, you have two options:
1. Delete the original e1m8 from the ID1 folder's pak file
2. create a new folder in the quake dir called mymaps or e1m8, make a 'maps' folder inside that folder and put your bsp in it, and start quake with -game e1m8 or -game mymaps (whatever the folder name is). For example,
quake -game e1m8
A third option is to use a progs.dat or other mod that supports map gravity. For example, I believe my VoidEnts mod allows for map gravity by giving worldspawn a "speed" or "gravity" value (it also supports localized gravity, like in a certain room etc). Then you wouldn't have to name your map e1m8, but you would have to start with the -game parameter to run the mod.
Hope that helps.
Loosing Weight
#697 posted by Madfox on 2003/11/07 14:03:58
Thanx Wazat.
I am using it in a convertion, so I have to pack al the files in a PAK file as a convertion. Don't know if I'll manege that.
And I don't want people, who play the sequel,
to ask to delete a file from their PAK-file.
Probably they just don't know how, and it would scare them off to play.
I will take a good look at your voidents again.
(As the laserbeam still is a mistery to me)
Dammit. Why Isn't The Force With ME?
#698 posted by Mr_Tea on 2003/11/08 13:14:39
I'm having problems with patches and my Jedi Academy map -- the patches are quite defined and obvious, and do not blend at all. I've done what I can with the textures lining up and all, it seems that the patches themselves are apparently the tools of the Dark Side. Where is Obi-Juan when I need him?
#699 posted by - on 2003/11/08 13:48:46
I suggest just using brushes and not all this new fangled 'patch' technology.
Qc
#700 posted by Madfox on 2003/11/08 23:42:40
why can't I just change the name e1m8 in the world's.qc into the map name I need?
I've been looking to the voident article, but I couldn't find a gravity option.
Madfox:
#701 posted by metlslime on 2003/11/09 00:00:21
check out Custents; it allows you to change gravity without editing quakec.
Anyone have a Custents download URL?
Yeah
Great!
#703 posted by Madfox on 2003/11/09 11:56:22
Big Thanx there, FatController & Wazat!
I was looking for these files a long time.
Had a lot of it, but only in the *.qrk extention. And Quark is good!
But now I can at least compile with the true-ones.
Anyone seen the dragon.qc ?
#704 posted by Mapist on 2003/11/10 13:27:51
I need RTCW single player tutorials, can any one help ?
First Result On Google...
#705 posted by - on 2003/11/10 14:29:06
http://www.planetwolfenstein.com/tramdesign/resources.html
There's accually a bunch of good tutorials there for general quake3 engine mapping too.
MadFox
#706 posted by Wazat on 2003/11/12 13:12:00
Try giving worldspawn a "speed" value, that might do it. If not, I probably forgot to update the VoidEnts download after re-doing them for Battle Mech.
I'll try to get that done sometime soon. So busy with college... :)
BTW, Custents is an awesome mod to use. I highly recommend it.
Doom3:
#707 posted by Sgt. Bilko on 2003/11/14 05:28:01
Try http://www.planetwolfenstein.com/sp/walk/ -- that should cover what you're looking for, soldier.
Mistar Webmast�r Metal-slimes Sir!
#708 posted by czg on 2003/11/14 20:58:49
I managed to cook up* a bsp that creates that fantastic got a NaN velocity on monster_whatever error in fitzquake. (The one necros was moaning about earlier.) Just wondering if you ever found out what caused it, and perchance if the bsp would be of any interest.
* By "cook up" I mean I decompiled one of my maps with a bsp2map proggy and tried to recompile it again.
Hmm...
#709 posted by metlslime on 2003/11/15 04:37:03
I used to get this in the debug build, and i was really worried until i found out that the problem went away in a release build.
Anyway, i'm pretty sure it's a compiler thing (as i haven't done anything with physics code) but... hmm. I don't really know what causes it. I can look into it, and maybe i can write some code that says "if you get a NaN velocity, reset the velocity to zero" or something... so that the error will still happen, but you can keep playing anyway.
P.S.
#710 posted by metlslime on 2003/11/15 04:38:51
Whenever *I* got it, it was always on the player, and always in a debug build. But i assume it's related either way. For the record, necros' map was totally crazy in the brush department, so the solution may be, "don't make totally crazy in the brush department maps" or something.
P.P.S.
#711 posted by metlslime on 2003/11/15 04:40:01
I'm totally drunk, and i can barely operate the keyboard or focus on the monitor. So it's a wonder i can still spell or type. I guess it's becuase i'm a bad-ass. Anyway.
More Flexible Light Distribution In Q1
#712 posted by aguirRe on 2003/11/15 09:53:46
If you've been having problems with Q1 light banding effects in e.g. arch faces or infinite (delay 3) lights saturating entire areas, you might want to take a look at my latest Light 1.26 version available at http://user.tninet.se/~xir870k .
There are several new options for more flexible light distribution. Also, there are several new emulation modes for the ArghLite/IKLite/LightDLX tools.
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