You Can Make A Button
#7465 posted by RickyT33 on 2008/05/25 17:39:37
then use Metlslime's skip tool to make it invisible, or make a shootable door with a set close time which is also invisible. You can make doors and buttons which are invisible, either can be set to be shot to activate, this is how you can make it so that it only works from one side of the door....
hope that helps... :-o
The Moon On A Stick...
#7466 posted by Preach on 2008/05/25 23:53:28
...that's what you want, megaman.
There's a way to do this, but it's in no way pleasant. Here's how it goes:
You need to split your door into a front half and a back half, and make sure the front door is higher in the entity list than the back. Make both of these entities into func_wall entities. We're now going to trick the game into thinking these walls are in fact doors, although we get to pick what functions they run when hurt or touched.
So to begin, give the front and back doors all of these keys
speed (set as usual for a door)
wait (ditto)
health 1
maxhealth 1
pos2 (offset vector - see below)
takedamage 1
state 1
In addition, give the front door
think LinkDoors
nextthink 0.5
th_die door_kiled
touch door_use
noise1 (path to the sound you want played when the door stops)
noise2 (path to the sound you want played while the door moves)
and the back door
th_die SUB_Null
The offset should be how far you want the door to move when it opens. So if it opens vertically upwards 128 units from where it starts, then set pos2 to '0 0 128'.
At this point, you should have a pair of doors that link together when they spawn, so that if you shoot or touch the front part of the door, it opens. When you touch the back door, it should do nothing, and when you shoot it all that happens is it bleeds.
Once you get to that stage, post on here. The final trick to get a message sent to the player when you shoot the back door. That last part is the most difficult thing, because there's a complication or two which means we can't just paste the normal shootable trigger death function into th_die. I may have a way to do it though, but it's best that you have everything in the map working first. If it does work you'll need to do a bit of editing the ents file for it...
Hrrrm
#7467 posted by megaman on 2008/05/26 01:08:16
wow, thank you preach.
I have it simplified a bit, which isn't that cool, but requires less of a hack.
I'll see if i find time in the next days to try your suggestion.
What About That Two Doors Thing I Mentioned
#7468 posted by negke on 2008/05/26 08:08:41
Two func_door entities next to each other (touching, door_dont_link NOT set), one for each side of the actual door. First door has to be triggered to open and displays the message when touched, the other one has health and opens when shot (only from one side).
Wouldn't that work (haven't tested it)?
Yeah
#7469 posted by Preach on 2008/05/26 09:57:41
That will work in a similar way. The message for the back door will disappear as soon as the door is opened either by trigger or by shooting. Also it means you can't hijack the way that the back door behaves when you shoot it, but if you're sending the message on touch, that's less of a problem.
Yep
#7470 posted by megaman on 2008/05/26 11:39:23
i'm using that, without message triggers. Wait, can doors have a message?
/me checks
i'm such a q1 mapping noob :(
(new)skip Again
#7471 posted by megaman on 2008/05/26 16:05:09
it doesn't seem to work here, skip surfaces always stay and it's always reporting
----- newskip version 1.0 -----
copyright 2007 John Fitzgibbons
Filename: megad2lvl3-2.bsp
Removed 0 faces.
and my .map file looks like this:
// brush 646
{
( -2016 352 224 ) ( -2048 352 224 ) ( -2016 224 224 ) skip 0 0 0 1 1
( -1728 352 256 ) ( -1760 320 128 ) ( -1728 352 128 ) metalt2_3 0 0 0 1 1
( -1728 224 128 ) ( -1728 224 256 ) ( -1728 352 256 ) skip 0 0 0 1 1
( -1856 224 128 ) ( -1856 224 256 ) ( -1728 224 256 ) skip 0 0 0 1 1
( -1856 352 256 ) ( -1728 352 256 ) ( -1728 224 256 ) skip 0 0 0 1 1
}
i tried calling it right after bsp or after light. What are the other possible pitfalls?
#7472 posted by JneeraZ on 2008/05/26 16:18:44
I assume your WAD file contains a texture called "skip"? Because if you hand edited the MAP file then QBSP wouldn't find the skip texture and it would assign it the default checkerboard which might cause the skip tool to fail.
That's probably not helpful but there you go!
Wow
#7473 posted by megaman on 2008/05/26 16:34:18
ah, that makes sense - why would the bsp replace the texture though? That doesn't seem to make a whole lot sense ;)
#7474 posted by JneeraZ on 2008/05/26 17:31:03
It doesn't replace it necessarily but since it can't find a texture called "skip" in the WAD file it nulls out the reference and the game draws it as a checkerboard (the default texture). You should get an error when you try to QBSP that MAP file saying something about the SKIP texture wasn't found...
Well
#7475 posted by megaman on 2008/05/26 22:22:41
the replacing part doesn't make much sense.
q3map just assumes a default texture size (so the uvs are scaled wrong) but leaves the face intact otherwise.
#7476 posted by JneeraZ on 2008/05/26 22:30:39
Oh, I can't speak for Quake3 ... sorry, I was talking about what I know from Quake1's QBSP code.
Texture Question
#7477 posted by distrans on 2008/05/27 07:19:29
There's a .wad a the shubhub named 'ikbase_r2', is this the definitive ikbase .wad? Are there further variations lurking elsewhere?
Megaman:
#7478 posted by metlslime on 2008/05/27 08:04:22
basically, if a texture is not in the wad, qbsp doesn't create an entry in the bsp, and if it's not in the bsp, there will not even be a name that can be read by engines/tools.
Distrans
#7479 posted by Spirit on 2008/05/27 08:55:00
Spirit...
#7480 posted by distrans on 2008/05/27 11:48:04
...thank you.
Having Issues Compiling?
#7481 posted by Killa on 2008/05/29 02:32:29
iv got worldcraft 3.3 with the addon that lets u map for quake, but i cant seem to compile my map, i get a error in each and every step of the compilation process.
OK - What Are Your Errors?
#7482 posted by RickyT33 on 2008/05/29 02:40:33
Give some details, and there may be a solution!
One thing I will say is that the WorldCraft process window has always been a problem, and it would be recommended that you run your compiling programs under a command prompt (i.e. start> programs> accessories> command prompt - then:
cd c:\(insert your .map file and tools dir here)
txqbsp (mapname)
vis -fast (mapname) ==> "-level 4" instead of "-fast" for full compile
light (mapname)
OK, so you may well know all of the above already :P
Please specify the error for more help :-)
Here's The Error Log From The Compiler.
#7483 posted by Killa on 2008/05/29 03:17:35
i used to have a batch compiler for hl1 i could get it again u think that would work betteR?
** Executing...
** Command: Change Directory
** Parameters: c:\quake
** Executing...
** Command: Copy File
** Parameters: "C:\BSP\Quake\Bats\testmap1.map" "c:\quake\id1\maps\testmap1.map"
The command failed. Windows reported the error:
"The system cannot find the path specified."
** Executing...
** Command: c:\program files\worldcraft\quaketools\nomapversion.exe
** Parameters: "c:\quake\id1\maps\testmap1"
** Executing...
** Command: C:\BSP\Quake\Bats\QBSP.EXE
** Parameters: "c:\quake\id1\maps\testmap1"
Transparent water QBSP with Hipnotic extensions
MultiWAD version 1.65
by Ken Alverson based on original code by John Carmack
outputfile: c:\quake\id1\maps\testmap1.bsp
************ ERROR ************
Error opening c:\quake\id1\maps\testmap1.map: No such file or directory
** Executing...
** Command: C:\BSP\Quake\Bats\rvis.exe
** Parameters: "c:\quake\id1\maps\testmap1"
---- vis ----
************ ERROR ************
Error opening c:\quake\id1\maps\testmap1.bsp: No such file or directory
** Executing...
** Command: c:\program files\worldcraft\quaketools\light.exe
** Parameters: "c:\quake\id1\maps\testmap1"
----- Light 1.43 ---- Modified by Bengt Jardrup
************ ERROR ************
Error opening c:\quake\id1\maps\testmap1.bsp: No such file or directory
Elapsed time : 0:00
** Executing...
** Command: C:\Program Files\Quake\glquake.exe
** Parameters: +map "testmap1"
Weird!
#7484 posted by RickyT33 on 2008/05/29 03:40:39
Er - what is happening there is that the compilers arent configured properly, I can only speak for myself here but I put the compilers in c:\quake\id1\maps, which is the same place that I store the working rmf and map files. This way the only dir that Worldcraft crappy process window has to look is the one folder that all of the files are in!
http://www.mediafire.com/imageview.php?quickkey=dxr4mm4cicn&thumb=4
Although I will say:
"** Parameters: "c:\quake\ id1\maps\testmap1&q..."
what the hell is the &q doing at the end of this line? Heh - I don't know!
This is a stupid one: - does the dir c:\quake\id1\maps\ exist on your PC?? (I assume so, but you never know!)
From the log it seems that the error first occurrs during the copy file process - because of this none of the other tools will work because the file did not copy to the destination folder, which is where the compilers are looking for the file....
Hmmm
Yep
#7485 posted by Killa on 2008/05/29 03:49:54
yea, those dir's all exist on my pc lol actually i manually put all the files there myself to try and fix the issue. ill try doing what you have done to fix the issue and if that doesnt work, ill try my batch compiler.
If In Doubt
#7486 posted by RickyT33 on 2008/05/29 03:52:11
use a command prompt!
You have more control over each step of the comiplation process this way! Just stick all of yer tools in a folder like "c:\quaketools\" or something, then in Worldcraft go:
file> "export to .MAP">
then save it in "c:\quaketools"
then run from the way I described in my first reply, or write all of the commands in a batch file and run the batch file, i.e:
open notepad and write:
@echo Compiling testmap1
@echo Running...
@QBSP testmap1
@vis testmap1
@light -extra testmap1
@echo Finished! Now copy the .bsp file to c:\quake\id1\maps, run Quake and type "map testmap1" on the console...
save this file to c:\quaketools as a .bat file (rather than a txt file), go to c:\quaktools and doubleclick on the .bat file...
If this seems very patronising of me then I'm sorry! Im sure one of the other guys will know a simpler solution!! :P
Heh
#7487 posted by RickyT33 on 2008/05/29 03:53:14
I bet this DOES sound quite patronising, sorry, I was typing the last one when you replied!
Lol K,
#7488 posted by Killa on 2008/05/29 04:45:34
ill try all solutions and which ever one works the best, ill use that one from now on lol thanks guys.
Tryed...
#7489 posted by Killa on 2008/05/29 04:57:58
tryed writing the bat file u suggested even copyed and pasted what u said to write and ran it , and the command window just opened and closed no bsp.
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