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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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Eh?!?! 
Really - I dont get the difference. The only difference seems to be that you need to use a skip tool for a skip-brush but you only have to use a texture to make a clip brush... ?!

Or would I be right in saying that a grenade will fall through a clip brush but collide with a skip, but you can walk over both?

P P P P P : - D 
 
"Or would I be right in saying that a grenade will fall through a clip brush but collide with a skip, but you can walk over both?"

Right. 
QuakeC SVC_FINALE Resolution 
OK, so I wote a quick utility in Cocoa that lets me type in strings and it spits back the necessary QuakeC to emit that text to the finale screen. I'll release the source once it's fully done and Qonquer is using it without issues.

http://wantonhubris.com/blog/2008/03/05/quakec-char-emitter/ 
Wow!!!! - You're Clever! 
But you should have made me a blood splat progs. :-(

(facetiousness is a virtue) 
 
I'm not that clever. It's, like, 20 lines of code. :) 
Y'know 
I used to program BBC basic (I wasnt bad at it either, I managed to make a top down scrolling racing game once, sort of pong-style stop-the-ball from-falling-out-of the-screen-type-stuff)

And I can do html, css and a bit of xml

Maybe I should try a bit of Quake C.

Honestly though, it looks well hard! 
 
QuakeC is a heavily stripped down version of C. If you have prior programming experience, the syntax is easy to pick up.

What is more difficult is learning how to do stuff within Quake. It's the same with any system or API, of course, but that's your stumbling block,

"Why doesn't that line of code work?"
"Why won't the monster turn to face me now?"
"No string concatenation, WTF?"

Once you get comfortable with what Quake does and how you can access it, you're golden. A few tutorial reads and a few posts here for Preach to answer, and you'll get it. 
Base Map 
I was wondering if anybody needed a small base style map for anything? It could be easily turned into a start / skill select map or joined onto an existing base map, the reason is that I just don't have the time to finish this one sadly...

http://daz.quaddicted.com/images/fitz0017.jpg

Maybe the basepak or quoth2 or something needs a start map? Let me know if anyone is interested. 
DaZ 
It looks really cool ! go map and finish it... or do a DM with this one ;) 
 
Somebody turn it into a Qonquer arena. :) 
Yeah... 
use it as a start map for the base pack! 
Ricky: 
clip: players/monsters collide, but bullets/rockets pass through. Doesn't cast shadows or consume lightmaps. Doesn't affect vis time or r_speeds. Can be used to cover up normal brushes and you'll still be able to see the normal brushes underneath.

skip: it's really just an ordinary polygon that is invisible. It uses lightmap space, it cuts up the bsp and affects vis time, it blocks bullets, it casts shadows, etc. It can cause HOM due to the fact that when brushes touch, the touching surface area is removed.

Here's why: the bsp contains three independent "hulls," which are each built using the list of brushes in the map file. Hull 0 is the visible hull, a giant mesh of polygons that you see as you walk around the level. It is also used for collision for point sized entites and line-of-sight calculations. Hulls 1 and 2 are never visible, but used for collision for larger entities -- player sized entities use hull 1, and shambler-sized entities use hull 2.

clip brushes (clip must be an an entire brush, not just a face) are completely excluded from hull 0, but included when building hull 1 and 2. That's why they don't affect the visible stuff at all, or point entities, or bullets.

skip faces (since skip can be added to individual faces) are part of hull 0, and simply hidden from the engine so it doesn't render them. That's why they block bullets, cast shadows, affect vis, etc. 
DaZ 
Maybe release it as GPL or something - whatever you do, just don't waste it on the Base pack. 
Skip Vs. Clip 
You can create doors and other func's from skip brushes-- as long as one face is visible -- but you cannot create them from clip brushes. Right? 
 
Right, creating them entirely from clip brushes makes QBSP angry. 
Right, Right... 
Metlslime - Thanks again for explaining clearly details of questions I keep chucking at this thread!! I actually UNDERSTAND now - good explanation!

So I cant reduce my clipnode count by using clip-brushes to simplify more complex surfaces.

I could use a clip brush to make it so that a player/monster cant go down a tunnel even if it looks like he could (Gears of War style).

Or I could use clip brushes to make a ladder!! Thats a good idea! Hmmm, got me thinking now...


DaZ: Shame you dont wanna finish that map, I recognize the map from shots on the Base Pack thread. Also think I've seen it on another website somewhere?

VERY COOL-LOOKING!

I'd be half tempted to try and finish it, but it wouldn't feel right...

Base Pack - YES PLEASE
Quoth2 - YES PLEASE

Neg/Metl - I actually think it would make a really good start map for "a" base pack. It has such distinctive architecture, and looks sooooo cool!

Quoth2 - Created a bit of a staemate really, hasnt it?

If it doesnt come out by the time I finish my world stuff, ya'll will have another Quoth1 map to play! Probably gona happen like that I would say. If you all had the same "easy come, easy go" attitude as me, base pack would have been finished ages ago :P 
Staemate = Stalemate 
 
Thans Industrial Textures 
Hehe, quite embarassing this, but, er, does anybody know where I can download a WAD file for these? I did see a website a couple of weeks ago but I cant remember where it was. Its either "find the file" or "extract them from Guncotton.bsp". I would rather find the wad. I've looked on Quaddicted but I'm not sure what the file would be called and theres nothing obvious there...

:D 
 
don't waist it on the Base Pack

like this basestart mapper 
For Monsters To Cross Gaps 
you can use Quoth2's func_togglewall (the forcefield entity) with no particles.

It's invisible and they'll cross it. Like a glass bridge. I checked. 
DM Map Sources Released... 
http://daz.quaddicted.com/misc.html

I have released the source files to 2 deathmatch maps

CRDM3 - http://daz.quaddicted.com/images/scraps_crdm3.jpg

SMALLDM2 - http://daz.quaddicted.com/images/scraps_smalldm2b.jpg

The download includes both map sources (rmf & map) the texture wad (wc wad and hammer wad and hi-res tga)and the lighting compile tools (dubsp and durad).

Feel free to do whatever you want with them, I really don't care :) Just include my name in the readme if anyone ends up releasing anything from them...

When I get time I will pack up and release some more sources.

I dont know if this qualifies as news 
Glass In Q3A 
I'm working on a Q3A map and I'm having trouble finding that cool glass texture. I'm using GTKRadiant so two questions:

1)Where can I find the glass texture?
2)How to use it, i.e., how to make glass? 
You Mean 
Q3 glass? That's basically an environment map - maybe something similar would be possible in Dark Places but I've no idea.

To make a transparent brush I'd use .alpha - but search in this thread from the beggining and you'll get a load of different methods on how to do it.

You won't be able to find the glass texture since the diffuse (as I remember) is a flat colour, and an envorment map alone is just a grey blob. 
This Is One I Used... 
...in one of my maps. You'll need to add it to mymap.shader in baseq3/scripts (and change the "pjw3dm5" to "mymap"

textures/pjw3dm5/lightglass
{
qer_editorimage textures/base_wall/chrome_metal.tga
surfaceparm nolightmap
surfaceparm trans
qer_trans 0.5
cull disable

{
map textures/base_wall/chrome_metal.tga
blendfunc add
rgbGen identity
tcGen environment
}
}


Just put it on either a patch mesh (for cool curvy glass), or on one face of a common/nodraw brush, and then add clipping as necessary. 
For Fuck's Sake 
Yes, that should be ".tga" on the end of those lines rather than ".tg..."

I like how the auto-magically shortened func_ version is longer than the original. That's pretty cool. 
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