#7706 posted by Trinca on 2008/07/31 14:26:10
fuck how do i put the Zombie to start in the floor laydown?
Qc
#7707 posted by ijed on 2008/07/31 15:07:55
Search in id for ZOMBIES! by Ace_Dave
Just Guessing Here But...
#7708 posted by RickyT33 on 2008/07/31 16:17:38
I think you have to set a targetname for the zombie, then target it with a trigger.
I was looking at the map source for E1M3 and there are zombies which target other zombies, zombies targetted by triggers and some with spawnflags 256. That seems to be it! 256 is a "not in whatever skill" isn't it?
#7709 posted by Trinca on 2008/07/31 16:26:58
nop... dont work :(
Doesn't Work In Id1
#7710 posted by negke on 2008/07/31 16:58:08
Unless you want them for decoration only. Then you can turn a crucified zombies with "angles" "# # #" or use the modelindex hack for its death frame.
#7711 posted by Trinca on 2008/07/31 17:14:18
it can be decoracion... but what is value? i try many...
angles" "# # #"????
Sleeping Zombies
#7712 posted by spy on 2008/07/31 18:18:05
spawnfalgs 1(2?)
doesn't work in the regular id progs
'work' in the soa , doe & zer(i guess)
Id
#7713 posted by necros on 2008/07/31 21:25:20
never had sleeping zombies. they would just push a zombie up from the ground with a func_door.
No .pts File
#7714 posted by Orl on 2008/07/31 21:50:34
Alright, so since TxQbsp keeps giving me a bogus error of "subdivideface: didn't split the polygon" when I know for a fact I don't have any textures below 0.20 scale, I tried to compile this map I have with TyrQbsp. Surprising enough, it worked with no problems.
Well, almost no problems. The log clearly says the map is leaking "Reached occupant" but when I load it up in an engine and type in "pointfile" it says a .pts file doesn't exist.
Where is tyrqbsp placing the .pts file?
#7715 posted by negke on 2008/07/31 23:03:12
Trinca: try "-90 0 0" for face down and "90 0 0" for lying on its back. The middle number rotates the zombie horizontally iirc. Play around with these values and you'll see.
Orl: Check the faces at the given coordinates. If the texture is only 32*32 or below, a scale of 0.2 might be too small already.
Tyrqbsp doesn't place the pts file anywhere different. Can't remember what the trick was to get it to create pts/prt in such a situation.
Negke
#7716 posted by Orl on 2008/07/31 23:33:57
Well, heres the situation. The texture that is scaled small is 272 by 224. Now when I applied this texture to certain objects at a scale of 0.20, Txqbsp was fine. But after I made more of the same objects, with the texture scaled to 0.40, txqbsp spits out that error.
This doesn't make sense to me. That and why tyrqbsp isn't giving me a leak output.
#7717 posted by RickyT33 on 2008/07/31 23:50:38
The texture that is scaled small is 272 by 224.
I recon that this could be the problem. If you place the texture on a 512x512 canvas that might solve the problem.....
Sideways Hack
#7718 posted by ijed on 2008/08/01 02:06:58
As an aside, rotating things by pitch yaw roll as negke describes can be applied to teleport_destinations if you want a player to be drunk after a teleport.
Probably better in the old progs thread.
#7719 posted by Trinca on 2008/08/01 15:49:27
thks negke but i cant put the way i want... :|
guess is not possible in id1
Orl
#7720 posted by negke on 2008/08/02 09:50:26
That's an odd scale for a texture, but since it's a multple of 8, it should work.
Maybe try to seal off parts of the map with large boxes and see if the supposed leak become visible then. Or create an artificial leak?
Trinca: �_�
Water Splashes In UT3
#7721 posted by Jago on 2008/08/08 14:35:45
Does anyone have any idea how to make the water make visual splashes when you jump into it in UT3? I have a working UTWaterZone and it makes a proper splashy sound when I enter it, I also have a sheet-brush with the water texture, but quite obviously since they are separate entities, entering the UTWaterZone does nothing to the sheet-brush surface.
How do I make a visual splash effect?
A Simple Tip
#7722 posted by HeadThump on 2008/08/09 18:58:06
A new Dark Places build is out today. When the new builds come out, I like to check them out with the Quake 3 arena maps to see if any improvements have been made in the shader rendering, as each build does tend to improve them.
If you want to see how DP works with these maps, simply download the Dark Places executable into your Quake 3 Arena directory, create a short cut, write in the short cut parameters '-game baseq3. You will also need to transfer Id1 from your Quake directory to the Q3Arena directory.
When you load the DP executable be sure to go into multiplayer mode so, info_player_deathmatch is the default loading entity. At this point you can check out any of the maps in your BaseQ3 directory with shaders intact.
cheers
Bsp2prt
#7723 posted by necros on 2008/08/09 19:17:18
is there an updated version of this? when i feed a map into it, it doesn't generate the prt file. :(
Necros
#7724 posted by negke on 2008/08/09 22:02:03
aguirRe's Bspinfo tool
?
#7725 posted by necros on 2008/08/10 00:25:14
what's that?
Oh
#7726 posted by necros on 2008/08/10 00:26:11
i just noticed it's bundled with the other 3 tools. :P
Triple Post
#7727 posted by necros on 2008/08/10 00:29:10
...and it works. thanks, neg. :)
HeadThump
Thanks for the tip (seriously, that's pretty clever).
Personally though, I find that quake3.exe does a remarkably good job of running the Q3 bsp files... ;)
Thanks Mr Fribbles
#7729 posted by HeadThump on 2008/08/10 09:39:09
I agree, it is still my favorite engine to fart around with the game code, even though my coding skills are meager.
One Thing I've Noticed
#7730 posted by HeadThump on 2008/08/10 10:16:15
while doing this, the sdl version I tend to use anyway works fine whereas the DirectX (DP just uses as a wrapper)
version crashes.
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