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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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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 I've tried looking myself, and the one I did find was outdated and vague besides.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. 
Yeah! 
And you could call it mdo!

:-p

QMe actually had two approaches to this. The older versions, 3.0 and earlier, used to store higher precision vertex information at the end of the mdl file, after all the stuff that the quake engine would look at. 3.1 onwards had it's own model format with the extension MDO, which stored higher precision vertices, bone information, etc. 
What 
Is the �official� version of Qme - the one from Quake Terminus?

That one doesn�t seem to support skin groups, though the older MDO versions did - but they f-up UVW�s a fair bit (hit and miss).

Willam, the newer version does only have one format, but it also has two save options - �Save� and �Save as Quake model� the second version skimming off all the extra data.

Confusing, don�t know why they did that.

The Photoshop analogy is perfect �Save for Web�. 
Versioning 
From memory, I think that the full version you get from Quake Terminus is QMe 3.0. If you download the QMe 3.1 demo from somewhere, then it comes with a patch that will upgrade 3.0 full to 3.1 full. So if you do that, you'll have the most recent version, which has the previously mentioned MDO format. 
 
"And you could call it mdo! "

Well, sure, but usable on a Mac. :) 
Thanks Preach 
 
Hax4fax 
I might have asked this before, but didn't get an answer or at least can't find it anymore.

Is it possible to use the activatable trigger hack for teleporters and pushes? It doesn't work the regular way (use classname/touch SUB_Null) and I couldn't get it to work by experimenting with the related fields/functions in triggers.qc, so maybe I missed something important - or does it just not work at all with these two?

A func_door can't have it's owner set to the player (1), or what? Works for all funcs I tested but not simple doors. Is there a work-around, am I just too dumb or do I have to use something else here (train etc)? 
But 
Teleports don't activate until triggered if they have a name - ?

I've experimented with the push before but can't remember how it ended up. 
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