#9194 posted by ijed on 2009/11/27 16:15:46
Put them inside a func_wall made out of clip brushes, but whose corners (BBOX extents) have a tiny normal brush inside.
Those normal brushes tell Quake that the clip brushes are there.
Then remove the func_wall when you want them to be active.
Never actually tried it, but should work.
Hmm
#9195 posted by meTch on 2009/11/27 16:53:36
are the non clip brushes supposed to be in the Func_wall or out of it, because it dosent work when there in it and when they're out i get this error:
*** ERROR 13: Line 2131: Entity with no valid brushes or textures
1 warning
Elapsed time : 0:00
Peak memory used : 1.8 MB
!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+BSP) file: C:\Users\alex\Desktop\q
uake\tmpQuArK\.\maps\mstart.BSP
#9196 posted by JneeraZ on 2009/11/27 19:16:43
That's why he said to include a tiny, real brush somewhere within the func_wall entity. Quake won't complain if you have at least something in the entity with a texture on it. Hide it in the map itself by making sure it's inside of a wall or something.
Yep
#9197 posted by ijed on 2009/11/28 01:47:37
Circular Jump Pads
#9198 posted by negke on 2009/11/28 16:31:38
Remember those wicked jumppads in some Q3 maps that had you fly in a curve? The same is possible in Quake. Pretty obvious, but I only just thought of it again.
Take a look at this test map: http://www.quaketastic.com/upload/files/misc/pushtest.zip
The trick basically involves pushing the player towards a curved clip surface that determines the direction of the flight. The clip curve has to be fairly smooth so the player doesn't fall down prematurely. In the test map the small jump (1/4 of a circle) has 8 faces, the large one (3/4 of a circle) has 24. The map is pretty crude (but you'll get the idea) - it takes some experimenting with the pitch angle and the push speed. The larger such a push is (radius and distance), the uglier it becomes, because the clip wall and the pitch have to be a lot higher.
Now there aren't really that many situations where such a push would be useful. Imagine perhaps a castle with push-connected towers. Or a deathmatch map, although then one has to take into cosideration that NQ and QW handle the speed values in different ways.
At any rate, such a push can at least make for some funny wheee! effects.
Hmm
#9199 posted by nonentity on 2009/11/28 20:12:31
What about making a map where you fly along wind tunnels between different rooms and use keys to unlock new tunnels? Mebe with some water. And in brown...
Like...
#9200 posted by JPL on 2009/11/29 12:58:50
... antedeluvian map ?
QuArK And Changing Entities
#9201 posted by meTch on 2009/11/30 19:13:37
i has...have these new stuff in my progs that need entities placements on the map, but im finding that when i add an entitiy like ambient_drone i can't changeit, to something like ambient_front242. but i remeber doing it before somehow :S
the only solution i have is to edit it in the .map with a text editor but i find this somewhat of an out of the way solution
...i wonder if this makes sense
Or
#9202 posted by madfox on 2009/11/30 21:06:59
why don't you just add the entity,
click on the object list,
and change your classname to monster_xxx?
Oh...your Progs.dat
#9203 posted by madfox on 2009/11/30 21:08:14
search and replace function?
Ya You Had It
#9204 posted by meTch on 2009/11/30 21:23:45
quark won't let me change classnames and i don't know why is what i meant with that paragraph and a half
and its kind of annoying because i could do it before i think
#9205 posted by Spirit on 2009/11/30 22:13:09
QuArK lets you change classnames easily. Either slow double left click in the tree or edit in the detail view.
State File Does Not Match Portal File
#9206 posted by Ron on 2009/12/03 09:44:16
A VIS error I could not find any documentation about. Does anyone here know what it means ?
It's a real error, not just a warning, no VIS is preformed.
Ron:
#9207 posted by metlslime on 2009/12/03 09:57:30
probably vis is trying to finish a partially-completed job, but you've changed the bsp since then. I think you'd just need to delete the state file, but i don't know what the filename would be (never used that feature myself.)
#9208 posted by Ron on 2009/12/03 11:18:38
I didn't know about this feature at all.
Anyway, reading your reply made try and just rename the map,that worked ! Thanks !
I've just switched to the WC 3.33 version so I might come back with some dumb questions later ...
Surpsisingly...
#9209 posted by JPL on 2009/12/03 17:23:27
... aguirRe's tool tip does not mention this error :/
State File
#9210 posted by roblot on 2009/12/04 03:06:34
I think you just have to delete the vis file to that map your compiling and aguirre's vis will make a new one. I get this while updating and changing texture names in a wad file.
Monster Count
#9211 posted by madfox on 2009/12/06 18:15:50
While betatesting my level I came up to some errors I forgot how to avoid them.
First there's the monster count eror. I assumed they were caused by the fish, with its double swimmonster_start in the qc. Strangley it didn't help help deleting it, because I still get a double fish count.
Second is the strange habbit of some zombies.
Their heads seems to run on while being killed, which is rarely difficult to trace while they're in slime.
I got the effect earlier with bones. I can't find a reason for it.
Breakable Crates
#9212 posted by Mike Woodham on 2009/12/07 19:43:50
Do I remember breakable (not exploding) crates for Q1?
If so, does anyone know where I can get the qc/mdls from, if available?
Quoth's Got Breakable Crates...
#9213 posted by generic on 2009/12/08 00:33:23
Mounds don't :-)
Extras
#9214 posted by ijed on 2009/12/08 01:35:51
Supports as well - Quoth's are simpler to use though.
Crates
#9215 posted by Mike Woodham on 2009/12/08 08:05:55
Quoth code not been released so I'll look at Extras
See If There's Been An Update On The Source Chode Thread
#9216 posted by ijed on 2009/12/08 13:57:25
Ahem.
What extras has is model swapping and emissions. So you can swap a mesh in the map for a broken one (external bsp) and spawn a spray of emissions at the same time - these can be sprites, models or other external bsps.
It's not really tied up into a ease of use package though - you'd need a few seperate entities for it to work.
Although
#9217 posted by ijed on 2009/12/08 13:58:19
Emissions are well worth having - a very powerful tool.
Mike
#9218 posted by ijed on 2009/12/09 16:56:54
Do you want our source? It's got extras inside, but also alot of other stuff. We're not supporting it (heavily commented) though, so you're probably better off with base extras.
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