DaZ
#7156 posted by negke on 2008/03/05 21:57:27
Maybe release it as GPL or something - whatever you do, just don't waste it on the Base pack.
Skip Vs. Clip
#7157 posted by generic on 2008/03/06 01:27:26
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?
#7158 posted by JneeraZ on 2008/03/06 11:49:40
Right, creating them entirely from clip brushes makes QBSP angry.
Right, Right...
#7159 posted by RickyT33 on 2008/03/06 12:07:03
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
#7160 posted by RickyT33 on 2008/03/06 12:07:23
Thans Industrial Textures
#7161 posted by RickyT33 on 2008/03/07 11:48:13
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
#7162 posted by madfox on 2008/03/09 03:47:56
don't waist it on the Base Pack
like this basestart mapper
For Monsters To Cross Gaps
#7163 posted by gb on 2008/03/10 11:13:20
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...
#7164 posted by DaZ on 2008/03/11 14:19:50
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
#7165 posted by Mikko on 2008/03/15 16:43:14
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
#7166 posted by ijed on 2008/03/15 19:13:31
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...
#7167 posted by pjw on 2008/03/16 03:43:05
...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
#7168 posted by pjw on 2008/03/16 03:45:19
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.
#7169 posted by Mikko on 2008/03/16 16:26:36
That worked - thanks! I'll modify it a bit to make it look more transparent.
Getting An Error On My Quake 1 Map
#7170 posted by Phenom on 2008/03/18 18:54:02
I'm working on a map and its goin good but when a friend tries to test it out using DarkPlaces they get this error.
Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away
The map is a "space map" as in if the player touches the far edges of the map in any direction they will be instantly killed with a hurt function.
Another issue I am have, you die instantly upon spawning in the level, I have checked to make sure the player starting point was not inside a hurt function, but I am still getting instantly killed when I load the map. The only way around being killed is to toggle the console within the split second the map loads and turn god mode on.
#7171 posted by JneeraZ on 2008/03/18 19:05:40
Sounds like one of your hurt trigger brushes is misshapen and Quake is extending it's volume all over the map or something. I would suggest checking them all and make sure they are all truly convex and on the grid.
Read This
#7172 posted by Spirit on 2008/03/18 19:06:04
http://user.tninet.se/~xir870k/tooltips.txt
And be aware that you _might_ run into bugs that are Darkplaces-specific and are not affecting other engines.
2nd Problem
#7173 posted by Preach on 2008/03/18 19:16:17
One thing you should check is whether your spawnpoint at the start of the is positioned at the origin of the map. If it is then what may have happened is you've accidentally created a point sized trigger_hurt. This is basically a brush entity which has lost its brush, so the engine creates it as a single point at the origin of the map.
One way to test this out is to load it in the new version of quoth:
http://www.celephais.net/board/view_thread.php?id=60173
Turn developer mode on and run the map. If this is the problem, then you should get a warning message in the console saying a point sized trigger was removed, and when you spawn you shouldn't be killed by it.
#7174 posted by Phenom on 2008/03/18 19:49:24
Turns out something was wrong with one of the trigger_hurt functions. I have removed all 4 trigger_hurt funcs for now.
Thanks to everyone who helped :)
I'll probably be back shortly heh
#7175 posted by Kell on 2008/03/18 20:06:59
I'll probably be back shortly heh
Glad to hear it. I like space maps.
Preach
#7176 posted by RickyT33 on 2008/03/18 23:29:20
I get warnings in FitzQuake when loading my new map. Something about being "unable to find whatever/quake.wav"
Obviously its a Quoth2 map :P
Err... I was just wandering if you might know if its a Quoth progs thing or if its more likely to be something in my map, cause I cant see any reason for it...
Cheers!
Anyone Know Where...
#7177 posted by RickyT33 on 2008/03/18 23:52:23
...I can find a Quake Palette color index list?
#7178 posted by JneeraZ on 2008/03/19 00:03:25
The Quake Palette
#7179 posted by Kell on 2008/03/19 00:35:54
Sound Error
#7180 posted by Preach on 2008/03/19 01:54:15
I'm guessing you put an info_screenshake somewhere in your map. This has two default sounds, misc/quake.wav and misc/quakeend.wav. These sounds come from the hipnotic mission pack, but neither of these sounds are supplied in the quoth download, which is an oversight. For now set both "noise" and "noise1" to "misc/null.wav".
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