Question
#8553 posted by Tronyn on 2009/06/01 01:30:51
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
#8554 posted by RickyT33 on 2009/06/01 01:55:24
Email him? I would :)
Worldcraft
#8555 posted by ijed on 2009/06/01 05:34:42
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
#8556 posted by Lardarse on 2009/06/01 06:57:07
txqbsp -onlyents mapname.ent
If that doesn't work, rename the .ent to .map and try again.
Negke:
#8557 posted by metlslime on 2009/06/01 08:04:25
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
#8558 posted by Tronyn on 2009/06/01 23:06:55
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)
#8559 posted by negke on 2009/06/04 19:14:50
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
#8560 posted by negke on 2009/06/05 18:05:58
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
#8561 posted by mapper on 2009/06/07 05:01:25
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
#8562 posted by ijed on 2009/06/07 06:00:54
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!
#8563 posted by ijed on 2009/06/08 06:43:58
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
#8564 posted by ijed on 2009/06/08 06:44:45
And Fix For
#8565 posted by ijed on 2009/06/08 06:45:19
Selection in the 3d window.
Ok
#8566 posted by ijed on 2009/06/08 06:52:30
But it's adapting the UV's to the visible verts, so turning the camera causes an acid trip. As in texture distortion within the face.
Wc 3.3 Texture Conversions
#8567 posted by Drew on 2009/06/09 05:11:50
never work for me, no matter the wad. trying to use ikbase - won't work. there are no textures too large in that file, so I'm not sure why it isn't automatically converting. Not too handy with tex mex, either. is there a simple way to convert wad files other than the program provided with bakers wc 3.3 installer?
I'm almost sure there is an obvious solution right in front of my nose, but I'm too burnt out to see it.
Same Problem Myself
#8568 posted by ijed on 2009/06/09 05:40:54
Drew
#8569 posted by spy on 2009/06/09 16:47:11
just load the wad file with texmex, then go to file ->save copy -> save to wad3
this should do the trick, as i'm usually do it
http://www.imagebam.com/image/8d9f3b38459316
I'll Try It!
#8570 posted by Drew on 2009/06/09 17:04:07
thank spy!
...nah
#8571 posted by Drew on 2009/06/09 17:45:08
doesn't work.
I need to convert them to hlwad files, not wad3!
Im Surprised You Cant Get The Worldcraft Quakeadapter Tool
#8572 posted by RickyT33 on 2009/06/09 17:51:15
to work! I never had any problems with it, except if the wad contains over 1000 textures it will fail, or if one of the textures is too big (like >256x256 or something) then it wont work either.
The .wad files must be placed in worldcraft\textures\ then it just works automatically!
Im using XP32 BTW, havent tried other OS's. If you would like me to convert a wad for you and email it to you I would be happy to, just give me a URLs for the wads you want converted!
Hmm.
#8573 posted by spy on 2009/06/09 19:37:35
with a hammer3.4 it works fine, maybe wc3.3 a bit differs
Hey
#8574 posted by hey on 2009/06/10 02:36:35
I'm using Worldcraft 3.3 and trying to make my first Quake map. Quality wise its pretty visually appealing but I suck whenever it comes to traps and shit(I have the ideas but I cant technically implement them). So I have a question. How do I make a monster teleport in. The only teleport entity I have is info_teleport_destination and that just lets me give a name, not a target... PLEASE help. i have a lot of good maps iw ant to make but this really puts a hault to that.
Hey You
#8575 posted by generic on 2009/06/10 02:43:56
I included the MAP (source) file for my last speedmap, here:
http://www.celephais.net/board/view_thread.php?id=60343
It has several monster teleporters in it.
To Teleport A Monster
#8576 posted by RickyT33 on 2009/06/10 02:49:25
under standard Quake progs, first you have to make a small box-room away from the main map, put your monster in there. Then make a brush which covers the monster.
Next select the brush and click the "to entity" button (or right click the highlighted brush and select "tie to entity" or whatever it is from there.
Make the brush into a "trigger_teleport", set teleporters target to the name of your teleport_destination, and also give the teleporter a unique "targetname" (the name of the teleporter).
Then make another brush which will be the trigger for the monster teleporting in, so make sure it is in a place where the player will walk into it, and cant walk around it. Highlight this new brush and click on "to entity". Make this one a "trigger_once". Set the target of the trigger_once to be the same as the targetname of the teleporter you have already made.
These "brush entities" you have made will not appear in-game, so it doesnt matter what texture you give them. Most wads contain a texture called "trigger" which has "trigger" written all over it, but this is not necessary, any texture will work. I use the "trigger" texture as a marker so I can see which brushes are entities in my editor.
You can set "keys" of the trigger entitys to do things such as alter the amount of time it takes for the trigger to fire, for example, after the player has touched it, messages you want to appear in the middle of the screen and what sound is to be played (if any) when the trigger is fired.
Teleporting Monsters Tutorial?
#8577 posted by iloveQuake on 2009/06/10 03:03:52
I really have all these great ideas for maps and traps, and some of them involve teleporting monsters. I am using Worldcraft 3.3 and the only entity I see for telpeporting is info_teleport_destination... is there any help you guys can offer? Basically I want the player to step in a specific area and have an orgre teleported to a certain spot. What do I have to do to get this to happen. I can't seem to get it to work... and I all these great ideas. I would REALLY appreciate it if someone could help :) thanks in advance :D
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