News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Yes 
The surface below the model has to be lit properly. Maybe you can achive roughly the same effect as mangled lights by using multiple weaker lights with higher wait values. 
Thanks Negke 
A mixture of two lights, one 'mangled' and the other, a plain light, lighting the floor below, looks just about right.

Only another 1000 or so lights to go... 
Custents Mod - Func_rotating_door 
hey, iv made a door using the "func_rotating_door" solid class entitie and it just makes the brush disappear its no long there ingame... what am i doing wrong? could someone help me and tell me how im supposed to use it? thanks 
 
only some compilers can properly compile a map with a rotating brush. try aguire's compile tools. 
 
Frikac's cant? 
 
nvm thats qc sorry -.- 
 
No, his aquires compile tools did not help... maybe im making the door wrong?

all i did was make a door shaped brush and tied it to func_rotating_door 
Hip Rotating 
func_rotate_door = info_rotate + rotate_object 
 
so when i make the func_rotating_door i should use it like a origin brush? 
Sumthin' Like This 
CZG's Instructions For Making A HIPNOTIC Rotating Entity 
 
WoW all of that just for a rotating door? 
Yeah 
in the quake 1 engine, rotating brushes are basically just a colossal hack. 
Sound Channel Selection 
How can I set a channel for a sound I want to play in a map that is Quoth2-based. I read Kell's tutorial, but nothing is explained about channel setting... 
I Checked 
and you're right. the omission in question is:
A sound channel on which to play the sound can be set, with values from 0 -> 7. Default is 0.

the key you use for that is 'impulse'. 
Append 
it should be noted that quake uses channel 0 to mean 'any available channel'. it won't override a sound playing on a channel, so if you want a sound to be stoppable, you need to specify a channel > 0. 
Armor & Health 
I wondered what the skill of player in Quake1 relates in case of health and armor.

When my health state lowers to 15 points I am close to death, but what role does armor play in this?
Does my health count lower slowly when my armor is heigh?
When my armor rate lowers to 15 it turns red, does my health count drop faster?

I can't find any reliable match in these two. 
Necros 
Thanks a lot for the explanations ;) 
Armour 
Armour takes a certain % of any hit and deducts those points from the armour first. The % depends on the colour of the armour, green takes 30% of a hit, yellow takes 60% and red takes 80% off the hit. If the amount of damage taken exceeds the amount of armour you have left, the excess points are deducted from health.

This does not change if your armour or health are low, the colour is only there as an indication that you're about to run out of one or the other. 
MadFox 
I suggest that you test it on a test map. as example a box with a soldier + an armor. Let the soldier almost kill you (i.e health lower than 15) and then pick the armor, and check whether health is dropping down in the same way...
Otherwize you would have to explore original progs.dat decompiled qc stuff...
Maybe you could check there whether you can find something of interest: http://www.gamers.org/dEngine/quake/#QDP 
 
I once read that in Doom it's not a bad idea to completely deplete a blue armor first and only then pick up, say, a green one, because its damage deflection surpasses the one of the lower armor regardless of the total amount of armor points the player gets. Does the Quake armors work the same way then? 
 
yes 
Clear 
That's a clear explanation. I 'm so involved in playing I never had time to watch what exactly happens reffering armor and health.
Mostly I only keep my health score in view, while combat takes that much concentration.

JPL- I already did, but it took quiet some time before the soldier had my armor count down. It already killed all my health before that time, so I was figuring what would be the relation between them two. 
Green Armor 
only protects for 30%, so you're still losing two points of health for every point of armor. (Meaning, with a green armor you can die with 50% armor.) Yellow is 1:1, but you get 150 so you can still die with 50 armor, and then red is 2:1. Only with red armor do you get complete parity. 
Okay, Roughly. 
ykwim 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.