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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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Thinking 
I can kinda almost see a way to do that, but there's one little snag, where I need some function that sets self.movetype to fly or noclip, without setting any kind of model. I'll keep hunting for something like that, maybe post tomorrow... 
.mdl To .map 
Is it possible to export a .mdl (for a given frame) to .map ? any idea how to do it ? 
Working Link For Quoth2 Fgd? 
 
Quoth 2 
Check Kell's website http://kell.quaddicted.com/ 
Where Is It? 
I checked there already and couldn't find it - probably just blind, but it wasn't in the quoth editing section, and I didn't see it in the main part either.
I know that Ijed had made one up and posted it on quaddicted.com, but can't seem to find that either. I guess I'll keep looking! 
Have It 
http://www.btinternet.com/~chapterhonour/quoth2.fgd

It should end up on the main site eventually. 
Yeah 
Found it a minute ago, thanks! 
Preach 
Any success?
Not a big deal if it doesn't work, just would've added a nice little twist to the combat (-> Shambler+Vore with having one another set as owner, Fiend to used as a living shield and temporary diversion). 
Sorry... 
It's not going to be possible. The reason is actually buried in why the trigger disappears after one use. The spike_touch function has to remove the touching spike once it's done. So I had a look to see if there was an alternative function which didn't have this side effect.

Sadly, the only functions which do damage where the inflictor is different to the attacker always remove the inflicting entity at the same time. This property is key to how the attack from the info_notnull gets the monster mad at a different entity(the owner of the notnull). So it isn't possible to continue doing it multiple times.

If it's any compensation, I did discover a very cool hack on the way, which I hope to share with a testmap this weekend... 
Ah Ok 
Looking forward to the new hack, though. Means that my question wasn't totally fruitless. 
Re: Engine Standards 
Fitzquake brightens up the models heavily, while they are only dimly lit in Glquake. If I increase the light to make them look remotely acceptable in GL, they are almost fullbright in Fitz. Or conversely, models that look right in Fitz are barely visible in GL. This makes the pent-over-the-void secret almost a Fitz-exclusive. Fark off, both of you... 
You Been Reading 
Irvine Welsh Negke? 
No, But It Also Affects The Shubs Which Is The Real Problem 
A tip for bringing down the edictcount: info_player_deathmatch entities are not removed in a single player game, so remember to give them spawnflags 1792. This will break the DMSP mod, though. 
Question 
using aguirre's tools, how does one do an entity compile on a bsp when one already has the bsp and a .ent file
(I used bspinfo to generate a .ent, edited it, and now want to recompile the map). 
Really Dont Know Man 
Email him? I would :) 
Worldcraft 
Compile window has the only entity option, although you have to suffer the window itself.

Otherwise should be in the docs on his site. 
Tronyn 
txqbsp -onlyents mapname.ent

If that doesn't work, rename the .ent to .map and try again. 
Negke: 
But, fitzquake only emulates the original software lighting, which glquake deviates from. Since so many played glquake for so long, you could argue that the "standard" is dim lighting and lack of fullbrights, but at least fitzquake has those options if you know the right cvars.

For a mapper, there's no good solution other than making a map that is 99% enjoyable on any engine, even if a few things are less than ideal on some engines. 
Cool 
Thanks guys. Also if anyone else wants to volunteer to test, the more the merrier (I have 3 testers atm, along with others who are in on the project(s) like PM, or are consultants/observers (ijed). 
Last Hack Question For This Map (hopefully) 
Almost had this working but now my mind is too messed up and I'm tired of trial and error'ing my way through Quake logic.
What I need is a single entity that simulates an item pickup upon triggering: use the model, play the sound, remove itself.

"classname" "info_notnull"
"origin" "-140 1256 -152"
"targetname" "red_arena"
"think" "InitTrigger"
"use" "multi_use"
"killtarget" "red_arena"
"noise" "items/armor1.wav"
"modelindex" "233"
"model" "progs/armor.mdl"
"skin" "2"
"delay" ".2"
"nextthink" "9999"


This doesn't work obviously - what's the right think/use function to use here? 
Duh 
Didn't see the forest for the trees yesterday.
This one works:

"classname" "info_notnull"
"origin" "-140 1256 -152"
"use" "multi_trigger"
"touch" "SUB_Null"
"noise" "items/armor1.wav"
"modelindex" "233"
"model" "progs/armor.mdl"
"skin" "2"
"targetname" "red_arena"
"killtarget" "red_arena"
"delay" ".1"
 
Building Ladders In Worldcraft 3.3 
Hi,
can anyone help me out and tell me how to build ladders in quake?
I'm using worldcraft 3.3 but cant find out how to build ladders o_0
Any help would be appreciated. 
Ladder Trick 
Make a set of clip brush 'stairs' - the clip texture makes them invisible. Each step should be 16 units high, but only 2 units wide.

The player moves up vertical space instantly so the steep stairs will move the player up whilst they cross the small horizontal space.

You could also make the stairs out of normal brushwork, but I'm guessing you want something that looks like a ladder as opposed to steep, infinitly thin steps.

To have a proper ladder - climbing down, normal speed movement etc. you need code Quoth has ladders, as will RQ. 
Result! 
WC 3.3 working on windows vista / ATI -

http://www.dll-files.com/dllindex/pop.php?opengl32

Drop the file into your wc folder. Which most likely you installed onto another machine and then copied to your vista machine.

Ah, progress. 
That's 3.3 Btw 
 
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