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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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Hmm 
nm, thank god for irc 
Hm... 
those patterns actually look kinda cool... 
Aalllllllll-righty Then 
thanks for the tip on the vector and making it angles instead of angle, because i finally figured out how to do it :D [i kept adding tick-marks between the numbers :/]

and fat controller did get back to me on the e-mail today and said i can use he textures as long as i give him kreditz which will not be a problem :D

this is what i kinda looks like atm:
http://i302.photobucket.com/albums/nn113/metchsteekle/quake0005.png?t=1238886386

and yes it will be some kind of a multi-player thing map, i just dont know what yet, maybe dm/ffa 
Odd Entity Behavior In Quake 
Hi,

I just started mapping again after many years gone. I've been working on a re-mix of my Quake level "Well of Wishes" (original map was lost in a hard drive crash) and I ran across an odd thing. I uploaded a map to quaketastic to illustrate, but basically I am able to push items through solid geometry, but only from certain directions. I was trying to find a way to add items as the player progressed using the fewest possible entities/brushes, but without resorting to a custom progs.dat and When I first came up with this I didn't realize the item bounding boxes were so tall


I may not use this method because it seems like might be more of a bug in the engine than anything else, but I was wondering if anyone knew why this happens. In the map I uploaded there are 4 alcoves with nails and health in each. The wall above the alcove is low enough that the player can't pass and get to the items. In the actual level the alcove would be hidden by a func_illusionary and when triggered they would be pushed into view by the func_door.
The only engines I've tried are fitzquake085, winquake and glquake, but it does the same thing in all three. The door will push the items through only from the north and east, from south and west the items fall through the floor when they pass through the wall.

If anybody wants to check this out, the example map is here:

http://www.quaketastic.com/upload/files/misc/doortest.zip

Shoot the buttons above each alcove to trigger the pushing door.
Turn on r_showbboxes in fitzquake for a more interesting view.

Back to mapping for now. 
 
That's because the wall is too low - the items' bounding boxes are 64 units tall. I don't know why it works - albeit with a visible clipping glitch - on two sides but doesn't on the other two (probably related to the bottom right back corner origin thing of entities). Since you're going to use two funcs anyway, you could make the illusionary an addtional door or wall and killtarget it, or let the items drop from a closet in the ceiling or in the floor. 
MDL Time Stamps 
OK, I can't seem to get the time stamp field to do anything in either frame groups or skin groups -- is it used at all or does the engine lock that stuff down to a specific frame rate and that's the end of the story?

I'm changing values in my model editor but it's not having any effect on the speed of either kind of group. 
Odd Entity Behavior 
Yeah, I realize why it won't work, I was just baffled as to why it ever did in the first place. It must be some quirk in the engine code. I widened the alcoves by 64 units in each direction and items still drop out in only 2 of the 4 directions, so I don't think it's bounding box related.
Anyway, it's not a big deal as I was already using ceiling doors and floor doors in other places. 
 
The alcoves are fine, otherwise the items would drop out right away. The openings are not high enough - raise the brush under the buttons by 16 units and you'll see that all items are pushed out correctly. 
Arched Doorways? 
Really could use some help here. If someone could direct me to a tutorial for arched doorways in Radiant 1.5 for Quake III Arena, that'd be great. I've tried looking myself, and the one I did find was outdated and vague besides. If anyone has a video tutorial, that's even better. Thanks in advance!

Clock 
Willem 
Do you mean the value that's meant to set duration of each frame? As I recall, they work correctly in software quake, and in glquake based engines, the value in the first frame in the framegroup gets applied to the entire framegroup. Recommended setting is to set all of them to the same value so that the behaviour is the same in all engines. But you could make the framegroup-wide setting modifiable like that... 
 
Well, I currently have it set up where you edit them all and I guess I'll leave it like that as the file format supports it even if the engine doesn't. Heh, oh well... 
Arched Doorways 
That's Actually A Pretty Good Tutorial 
 
Half-life Like Transperent Textures In Quake 
Hi !

I was just wondering, is it possible to have transperent textures in quake? By that I mean textures which contain the image which is fully visible, but areas of the texture which are not rendered. A good example of this would a fence of some sort or barbed-wire.

I did hear that quake renders texures with the color value 0 (in the 8bit quake palette) as transperent, but I think this only works for sky textures.

Any help/advie is appreciated. 
 
Stock Quake doesn't do transparency in any way with the sole exception of the sky (as you noted). I think more advanced engines may support textures with alpha channels but I'm not sure. 
 
Ok, I'll see what I can do instead of using that then. Maybe I'll just model the fence, lol. 
Well 
You can use sprites to do that, if you don't mind the fact that they won't be lit by static or dynamic lights(which really limits you to placing them in bright locations or having them look quite odd. Quoth has a few examples of this. 
 
Cool, I;ll trya few different things and see how it goes. 
Eaxample 
as long as you make the width not to far and keep a little distance it wont matter, it can even give a magic touch...
http://members.home.nl/gimli/sprite.jpg
but when you change your view it will also change.
http://members.home.nl/gimli/sprite1.jpg

For transparant texture colour look for Wally:
http://www.telefragged.com/wally/index.shtml
trabsparant colour RGB 159 91 83 ColourIndex 255 
MDL Float Drift And Precision Issues... 
Is there an understanding in the Quake modeling community that you won't be loading/saving MDL files over and over with any success? I'm struggling to get my model editor to load and save MDL files repeatedly but float drift and precision issues are causing it to eventually end up with the wrong number of vertices and blam, down she goes.

Do people just rebuild MDL files scratch each time they write them out or do editors typically allow you to load and save the native MDL file format repeatedly? 
Yes 
That issue come up just recently somewhere. Might have been at Inside3D. 
 
Yes, meaning that people don't expect to be able to work natively with MDL? 
 
Oh, no idea about that. 
Standard 
When I make models, I keep a copy in gmax for any editing, and just export to mdl when I need to. I try to ensure that the only edits I do once it's exported are to the skin and the flags. Last time this topic came up was http://www.celephais.net/board/view_thread.php?id=4&start=8259&end=8283

Since then, I have thought of an analogy for it. If you're making an image/texture in photoshop, you might export it to jpg or tga format in order to show it to somebody. But you'd keep a copy with all the layers in PSD format if you wanted to go back and edit it later. 
 
"Since then, I have thought of an analogy for it. If you're making an image/texture in photoshop, you might export it to jpg or tga format in order to show it to somebody. But you'd keep a copy with all the layers in PSD format if you wanted to go back and edit it later."

Fantastic! Yes, this is how I've come to think of it now. I'm going to create my own file format that can hold the model and it's frames in high precision and you can export to MDL as needed from there. This will basically act as a project file, holding the frames and skins together in one place until you are ready to export. 
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