#9094 posted by necros on 2009/10/03 19:42:59
yes, 128 static entities is the limit.
not all light are static entities. essentially, only an entity with a model can be made static, so this only includes flames and torches. normal lights with no entities are not counted.
try to replace your torches with normal lights and use light textures instead if you can.
#9095 posted by telefragger on 2009/10/03 20:01:15
damn.... kinda defeats the mood of the map im creating.. looks awesome with all the torches... thank you for the help...
#9096 posted by telefragger on 2009/10/03 20:27:08
one more thing... is the 128 limit going to effect my backpack and flags too? because they have a model attached to the entity...
#9097 posted by necros on 2009/10/03 20:27:29
you could look into other custom engines, i suppose, although curiously, a fair few custom engines which do have bumped up limits still have the old 128 static entity limit.
both fitzquake and aguirRe's glquake allow many more static entities, but as you're using ezquake, you may not be satisfied with those engines because they stick pretty closely to the original glquake.
#9098 posted by necros on 2009/10/03 20:29:48
cross posted, re: 9096
there's 2 types of entities in quake.
static and dynamic. dynamic is most types of entities like monsters, items, doors, triggers, etc. these are also called edicts, and you can have a maximum of 600 edicts in a map.
the only reason torches are made static is because they never move, and never interact with the environment in any way.
New Stuff Learned Today.
#9099 posted by Rick on 2009/10/05 02:23:51
Correct me if I'm wrong.
1. You can't trigger a trigger_monsterjump.
2. A trigger_once can't have a killtarget or it won't trigger it's actual target?
3. Clip brushes can be part of a func_door and will push monsters.
4. The model limit is 256.
#9100 posted by necros on 2009/10/05 02:42:55
1. nope (trigger_monsterjump has no use function)
2. nope
killtargets are processed first, before targets are.
3. i know it definitely pushes the player, so probably monsters
4. yep
#9101 posted by Rick on 2009/10/05 03:09:18
Well, I though clip brushes didn't affect monsters since they won't cross gaps filled with them. Maybe that's a game logic thing though.
#9102 posted by necros on 2009/10/05 03:19:13
that happens for a different reason. ai decides how it moves based on the visual hull (hull 0) while collision is based on the respective hulls (1 and 2). a monster could walk over a clipped service and wouldn't fall, but the ai decides not to.
#9103 posted by Rick on 2009/10/05 04:06:32
For a clip brush to be part of a door it seems like the clip brush has to be surrounded by regular brushes, or maybe the door model has to be bounded by real brushes. Something like that. I had a door with two regular brushes at the ends of a long clip brush (looking from above) which pushed some scrags upward and it worked. I removed one of the real brushes and then it didn't work.
I'm Not Sure
#9104 posted by necros on 2009/10/05 06:47:13
but i believe that the clip brush must be within the mins/maxs bounding box of whatever bmodel.
Yeah
#9105 posted by ijed on 2009/10/05 15:19:38
Clip must be 'inside' the normal brush model or they won't collide.
BBOX explanation - the space is defined on the grid with three negative and three positive numbers. so -1 -1 -1, 1 1 1 gives you a 2sq cube.
All objects work like that, including triggers. So don't expect a L-shaped or diagonal trigger to have an Lshaped or diagonal area of effect.
The only trigger that can be triggered in standard quake (I think) is trigger_teleport - useful for the classic black box monster spawning or auto-porting the player when a condition is met (eg. kill an enemy).
Pre Lauching Elevator
#9106 posted by telefragger on 2009/10/06 07:42:30
I made an elevator in the corner of my map to bring you to the top of this little bunker, but it seems to always start moving upwards just before you get on... Is there a way to decrease the 'sensitivity' of it so i can get on first?
No.
#9107 posted by necros on 2009/10/06 09:54:42
func_plat activation trigger is based on mins/maxs of the bmodel in question. the only alternative is to use a func_door + trigger_multiple combo instead which would allow you to set a custom trigger size (or change the func_plat).
GTKRadiant
#9108 posted by JneeraZ on 2009/10/06 14:46:33
This has been covered before I'm sure, probably in this very thread, BUT...
I've downloaded GTKRadiant 1.5 for my Windows BootCamp partition and it's running fine ... except I don't understand where to put my WAD files so it can see them. Any hints? Their documentation is equal parts missing and abysmal.
#9109 posted by JneeraZ on 2009/10/06 16:07:15
OK, after reading way back in this thread I see I need to put WADs into Quake/ID1 but that seemed to be crashing GTKRadiant this morning when I tried that on a whim. I guess I'll try it again tonight. Weird.
Pre Launching Elevator
#9110 posted by Rick on 2009/10/06 17:30:42
It sounds like you're using a door (which is triggered as soon as its touched) instead of a plat (which triggers when you reach it's center).
Give the door a name and make a trigger_multiple to make it start moving. Put the trigger_multiple right on top of the door/plat and make it 32 units smaller in the X and Y directions that way the player will have to be completely on before they touch the trigger.
You'll probably want the delay before reset time on the trigger to be long enough for the door to complete it's travel up and down.
Why
#9111 posted by megaman on 2009/10/06 17:35:45
does the ai use the visible hull? bug or feature?
Not Sure
#9112 posted by ijed on 2009/10/06 17:36:55
But its the cause of fish and scrags sometimes going through walls, although the bugs are slightly different.
Pre Lauching Elevator
It was an odd shaped platform which seemed to be the issue... So I went with the basic square shaped one instead.
Like I Was Saying Before
#9114 posted by ijed on 2009/10/06 20:09:22
If your platform was a Z shape for example, then Quake would just draw a big square bounding box for the trigger. Slightly smaller than the Z, but not following the shape.
#9115 posted by JneeraZ on 2009/10/06 20:19:37
Sorry for the string of noob-ass questions, but I'd really like to be building something by tonight.
Do GTKRadiant users typically compile from a command line or do you go through the trouble of telling the editor where to find your compile tools? If you go through the trouble, how do you do it? Is it a hassle?
#9116 posted by necros on 2009/10/06 20:34:58
not gtkr, but i use sikkpin's qe3 which is essentially very similar.
i never use the menu system, although i believe it's the same thing. i have one of those gamer keyboards, and i have a macro to compile my map bound to one of the keys.
before i started using qe3 (and before this keyboard) i was using gtkr1.4 and i'd just keep a command prompt open in the background and what i wanted to compile, i'd just switch to it and use the previous command button which would launch a batch file.
Hmm
#9117 posted by nonentity on 2009/10/07 11:49:22
As necros said, just use batch files for compiling, the in editor menu gets a bit trippy when compiling for Q1.
Also, you might want to try using GTK1.4 and mapconv, there's a tutorial how somewhere on necros' site [ http://necros.planetquake.gamespy.com/gtkrq1.html ], the interface/creation flow was changed quite a lot in 1.5, for the worse in my (and a fair few others') opinion. You may prefer the 1.5 interface, but I'd suggest trying out both versions and making your own call...
#9118 posted by JneeraZ on 2009/10/07 13:56:17
I set up the in-editor menu. It's pretty easy, you just edit the XML file sitting in the q1.game folder. The one thing I can't figure out how to do is copy the BSP to the right directory and start the game up. So I need a command line open for that regardless...
Oh, and here's a story for the stupid. I set everything up last night and I made a small test room with a light. It compiled, loaded into the game, everything was grand. I then booted back into OSX to resize the partition I gave Windows because it was too small (FYI, 15GB is too small for Windows Vista and a Quake editor). While doing this, I misunderstood something and ended up killing the Windows partition entirely.
So ... I re-created it and reinstalled everything AGAIN. Only this tims I allocated 32GB. Let's hope that'll be enough.
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