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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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A Gift For Willem 
So... Dead Player Model In Map: 
If I put my dead player in the map, which frames are death frames? When I open the player.mdl in QME I can see the frames, but that doesnt tell me which frame is which because the total frames are split into sequences, so there would be, say, 10 "1s", etc, and I'm confused! 
You Have To Count 
Ignoring the frame groups.

I think 69 is one of them. And 87?

I had a testmap with them set up, but can't remember now and don't have the map here. 
 
Lurker: <3

Thanks! And that is ... significantly less cool than I was remembering. Oh well, at least I can stop wondering about it now! :) 
 
What did the D3D lighting preview look like? Useful or no? 
Willem 
Not useful at all. It was very low detail, and took so long to render that it was faster to compile the map, run the game and check it properly. 
And Hey... 
Stoneless was pretty awesome at the time. Of course, at the time most of the other editors were garbage and Worldcrash was an unstable POS! 
Deathframes 
Just count down, lazy bone...

deathframes player.mdl 50 -60 -85 -94 -103
Ricky -70 
Spites 
How come Quake has lost all its sprites except a few?
Was it because the round tiling looked ugly? Or was the resolution too bad?

I'm trying to put in some new sprites, but just get one frame effects. 
 
I think Carmack said that they used the sprites during early development but eventually ended up replacing almost all of them with models by the time they shipped.

If you remember that in QTest, wall torches were sprites...

it can certainly handle multi-frame effects though. The rocket/grenade explosion is a sprite. Not sure how that gets set up though. 
Probably Framegroups... 
i think models and sprites share a similar data format for frames and framegroups. 
Explosion Sprite 
Although I'm pretty sure that you can set up framegroups in a sprite, the explosion which comes with quake is not set up like that. The frames are called by the functions s_explode1-6 like regular monster frames are called.

If you set the frame of a model or sprite to a frame-value which contains a framegroup, but the random flag is not set, does it always start from the beginning? If it did, you could change the explosion to a framegroup and save yourself a tiny bit of network traffic! 
Blah 
I had an hard egg on this earlier. I created some new sprites with FimG, and added them to misc.qc as an addition under light.
Problem is that I can see only one frame of it.

So I tried again with a mdl, added to the misc.qc and still it's only one frame.

Data from the sprite is ungrouped as I can see in FimG, but elsewhere in the code the frames of the torch are defined as frame1 flame1 0.1
There must be a code that offers the engine to play more frames, but when I substitute the expl.spr with my own one it freezes on the first.

Desperately seeking I found a sprite.qc but this won't proceed the proqcc. Wrong statements.

http://members.home.nl/gimli/SPRITES.QC 
 
I found this text which seems to explain everything:

http://www.gamers.org/pub/idgames2/planetquake/chopshop/utilities/quake/graphic_utils/sprgen.txt

Sorry if you already had all that info but it looked useful. 
Madfox 
none of that stuff in that qc file is even needed. it was probably used when they 'compiled' the sprites, the same way some of the data at the top of all the monster .qc files aren't needed.

sprites are handled identically to models. just set .frame to a number and you're set. you can use the same frame macros that are used for monsters except instead of using $frame1, $frame2, just put the number 0, 1, 2 in that spot instead. 
Well 
thsnks for your info. I'll check on it.
a sprite looks more tinkling then a mdl. 
Sprites In Maps? 
sprites are handled identically to models

Does this mean that any code that places an arbitrary model in a map, could also place a sprite? I'm aware that quoth can do this, but I'm curious about other mods. 
Afaik 
yes. it, of course, won't animate without code though. (not sure about the sprite frame group though) 
I Wonder 
After several attempts I succeeded in making a sprite in quake.
First I had to convert the brushes in the sprite upside down, as I only got an upside down sprite in game.

Then I tried, as you said necros, it identically to a model, but then I got it wrong as it isn't a model that wants to attack me.
so I probably overlooked something in my coding text, and decided to make them all the same frame.
That worked, although it isn't a nice code.


$cd /raid/quake/id1/models/can
$origin 16 16 24
$base base
$skin base

$frame 1 2 3

void() can_stand1 =[ $1, can_stand2 ] {ai_stand();};
void() can_stand2 =[ $2, can_stand3 ] {ai_stand();};
void() can_stand3 =[ $3, can_stand1 ] {ai_stand();};

void() model_can =
{
precache_model ("progs/can.spr");
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;

setmodel (self, "progs/can.spr");

setsize (self, '16 16 -24', '16 16 40');
self.th_stand = can_stand1;
self.th_walk = can_stand1;
self.th_run = can_stand1;
self.th_pain = can_stand1;
self.th_die = can_stand1;

walkmonster_start ();

};


Screenshots don't work with sprites:
http://members.home.nl/gimli/sprite.wmv 
 
You can simplify that code a bit, and take out the monster AI functions which don't suit a trash can well.

void() can_stand1 =[ 0, can_stand2 ] {};
void() can_stand2 =[ 1, can_stand3 ] {};
void() can_stand3 =[ 2, can_stand1 ] {};

void() model_can =
{
precache_model ("progs/can.spr");
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;

setmodel (self, "progs/can.spr");

setsize (self, '16 16 -24', '16 16 40');
self.think = can_stand1;
self.nextthink = time + 0.1;
};

Notice that the $1-3 can be replaced with the numbers 0 to 2, the corresponding numbers for the frames in your model. The ai_stand() function is not needed, so we delete it.

Also, you don't need to run all the walkmonster_start stuff just to get it to run can_stand1, which is what is doing the animation here. If you just set that function to be the entity's .think, and set the .nextthink to time + 0.1, then in 0.1 seconds time the can will run can_stand1.

For a more detailed explanation of what is going on with a line like:
void() can_stand1 =[ $1, can_stand2 ] {ai_stand();};

you might want to read the second half of http://www.quakeexpo.com/booth.php?id=32&page=186
I know I wrote it myself, blowing my own trumpet and all, but it's easier for me to find my own articles on the matter. 
Quake (1) .map Export From Blender 
Blender seems like a great tool to create terrains and other "advanced" brushwork. Here is a long but easy way to get a Quake 1 map from the Q3 .map export.

-First a dirty hack. Edit the export_map.py. A bit below "# Split mesh into connected regions" change "write_face2brush(file, f)" to "write_cube2brush(file, face_group)". I suggest saving under a new name (top of the file) to avoid confusion.

-Create your stuff from single brushes. You can use the first brush as base.

-Move vertices around happily (with snapping I suggest) and don't forget triangulation on faces that need it (if you get gaps and "wrong" brushes exported, this will be the reason). Ctrl-T and Ctrl-Shift-T (for the other diagonale) do this. You will need to do it on faces that create a new edge.

-When you are done, export: File -> Export -> your q3 script. If you use 64 for scale, the first brush will equal a 128� brush, 32 will get you 64� and so on. I think the Grid Snap is a good idea, haven't played with it yet.

-Open the .map in QuArK (Quake 3). Copy the brushes into a Quake 1 .map. Save that .map.

-Open the Q1 .map in a texteditor and replace ".00000" with "" if you feel like it. You must replace all " 0 1 1 0 0 0" with " 0 1 1". (If there are 0.xxxxx values, well those too. I haven't really figured out where those sometimes sneak in yet.)

Done! 
I Forgot 
Before exporting, make sure to select all brushes (a). 
Madfox: 
First I had to convert the brushes in the sprite upside down, as I only got an upside down sprite in game.

This is actually a bug; sprites are drawn upside-down in glquake and a lot of engines that are based on glquake. 
Sorry 
i didn't really explain properly:

$frame 1 2 3

void() can_stand1 =[ $1, can_stand2 ] {ai_stand();};
void() can_stand2 =[ $2, can_stand3 ] {ai_stand();};
void() can_stand3 =[ $3, can_stand1 ] {ai_stand();};


should be



void() can_stand1 =[ 0, can_stand2 ] {ai_stand();};
void() can_stand2 =[ 1, can_stand3 ] {ai_stand();};
void() can_stand3 =[ 2, can_stand1 ] {ai_stand();};


all those $frame1 $frame2 crap does is start counting up from 0 and assign a number, so when you do like

$walk1 $walk2
$run1 $run

$walk1 = 0
$walk2 = 1
$run1 = 2
$run2 = 3

and your model would have the two walk frames as the first two frames, and the two run frames as the last two. (they have to be in that order) 
Oh 
and as far as i can tell,

$cd /raid/quake/id1/models/can
$origin 16 16 24
$base base
$skin base

is completely useless and doesn't do anything.
it was only there when id compiled the old models using their old tools. now with qme and such, that isn't necessary. 
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