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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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Ijed, 
what sort of minimum set up did you stitch together to get Aquire's NehQuake to work without Nehahra present?

Thanks in advance
- Adawanp 
Gravity 
Is it possible to have a "0" gravity in a map ? I think Quoth2 allows it, right ? 
Well 
As I remember it needed inside it's own directory a fake packfile that simulated to the engine that Neh was present.

The packfile has a sprite and a map in it, those being the essentials.

http://www.4shared.com/file/73663601/52f16486/nehfakepack.html 
Statue/viewthing 
Isn't there already an entity called func_viewthing or somesuch that could be used for statues? Does it require precaching as well? 
Thanks, 
you made my work flow today 100.88 percent easier. I was going to follow the pop up error trail to create dummy files otherwise. 
Np 
 
Enki 
why not give sikkpin's editor a shot? it's very similar to gtkr and it's made for q1 
Necros 
You are referring I would assume to this thread:

http://www.celephais.net/board/view_thread.php?id=60225

sikkpin's QuakeEd 3.1 (build 102. I will check it out. Thanks for the heads up; cheers :D 
JPL 
No gravity at all isn't possible, as 0 will default to normal gravity, but you can make the gravity very low. 
Lardarse 
Thanks for the info, I was not sure about that point ;) 
Blue Lines 
You can't set the gravity multiplier on individual entities to 0, for the reason lardarse describes. But you can set sv_gravity to 0, which works because cvars can have non-zero defaults. I wouldn't recommend it though, because the player can't properly land, so even when you're against the floor you can't jump. 
Hmmmm 
So a map with no gravity, like in space, would be very difficult to do.. unless a "fly mode" is enabled... Maybe a good idea for later ...
Thanks :) 
Sound Question 
I have a question about sounds I want to add in my map (Quoth2 based): is there any specific format I have to respect ? During beta test, it has been noticed the sound, after some time, turns to metallic buzzy effect... any idea where it can come from ? 
 
11khz mono.
The more sounds are played simultaneously (especially if they are loud/bass), the worse it sounds. 
Negke 
Thanks... what if sounds are 22kHz or 44kHz ? Can it cause soundcard crash ? 
Oh... 
..and 8bit or 16 bit mono ? 
 
8bit.
If the sounds are 22khz etc, they usually aren't played in regular engines, I think. 
JPL 
space zero G maps, have you looked at Gyro? You can set various physics properties on entities, among them "hovering" which counters gravity IIRC.

http://inside3d.com/showtutorial.php?id=161
http://inside3d.com/showtutorial.php?id=163
http://inside3d.com/showtutorial.php?id=168 
JPL 
sounds:

Engine needs 44.1kHz sound support, which many have, but your good sounds will stick out among the low quality Quake ones.

Metallic buzzing: Maybe distortion? Digital sounds can't be louder than 0 dB, otherwise you'll get bad clipping. Especially when several sounds come together, like an ambient sound plus monster, player and weapon sounds... the volume adds up, and then you get clipping.

Make any new sounds around -8 or -10 dBFS, often lower, and ambient sounds can be at -20 dBFS or similar.

Quake can't handle too many sounds at the same time, unless you do it right.

gb 
And 
higher sample rate sounds are normally roughly downsampled at runtime, which costs lots of processing power, and can maybe make your soundcard puke. Theoretically. Unlikely though. 
:( 
I soooo want more engines with Ogg Vorbis support. Ever since I started playing with the soundtrack playing Quake has become so much more atmospheric. And with Quoth and it's *_command you can even change the playing track on-the-fly (well, if the engine supports it). 
OK Guys 
Thanks a lot for the advices.
Some of my sounds (and the faulty one) is 44kHz... so I have to make it 11kHz, as well as I have to check if it not too loud (i.e <0dB)...
hmmm, I know what I have to do now ;) 
Sounds 
if we're talking about a glquake engine or something close (fitzquake) then sounds in higher sample rates like 22 and 44khz, will be automatically downsampled to 11khz. this is actually worse than using an 11khz sound because the automatic downsampling used is bad unlike downsampling in a proper sound editing package.

also, use 16 bit. it's twice as big as 8bit, but 8bit makes for fuzzy sounds unless the sound is very loud like an explosion, but something subtle like wind humming or something will be fuzzy. 
Monster Pathing Question 
I'm trying to set it up so that monsters will seek the player out in the level. They don't care if the player is visible, they will just hunt him regardless.

What I currently do is I set the monsters goalentity to the player and set them to walking. Now, that works but monsters like scrags won't change their elevation in pursuit of the goal. I notice that they WILL fly up and down when attacking so ... what can I do to make them Z aware when simply walking towards a goal? 
Dont Know Willem, Sorry... 
But that made me think of a query:

In Ijeds 256 brush SpaceHulk map, he used Quoth's "spawn aware" thingy to get the hordes of feinds to run towards the player.

Ijed - was this easy, or did it cause problems - I seem to remember trying to use the spawn aware flag and it not working ... (?) 
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